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Side by Side Diff: third_party/gles_book_examples/Chapter_9/Simple_Texture2D/Simple_Texture2D.c

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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1 //
2 // Book: OpenGL(R) ES 2.0 Programming Guide
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
4 // ISBN-10: 0321502795
5 // ISBN-13: 9780321502797
6 // Publisher: Addison-Wesley Professional
7 // URLs: http://safari.informit.com/9780321563835
8 // http://www.opengles-book.com
9 //
10
11 // Simple_Texture2D.c
12 //
13 // This is a simple example that draws a quad with a 2D
14 // texture image. The purpose of this example is to demonstrate
15 // the basics of 2D texturing
16 //
17 #include <stdlib.h>
18 #include "esUtil.h"
19
20 typedef struct
21 {
22 // Handle to a program object
23 GLuint programObject;
24
25 // Attribute locations
26 GLint positionLoc;
27 GLint texCoordLoc;
28
29 // Sampler location
30 GLint samplerLoc;
31
32 // Texture handle
33 GLuint textureId;
34
35 } UserData;
36
37 ///
38 // Create a simple 2x2 texture image with four different colors
39 //
40 GLuint CreateSimpleTexture2D( )
41 {
42 // Texture object handle
43 GLuint textureId;
44
45 // 2x2 Image, 3 bytes per pixel (R, G, B)
46 GLubyte pixels[4 * 3] =
47 {
48 255, 0, 0, // Red
49 0, 255, 0, // Green
50 0, 0, 255, // Blue
51 255, 255, 0 // Yellow
52 };
53
54 // Use tightly packed data
55 glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
56
57 // Generate a texture object
58 glGenTextures ( 1, &textureId );
59
60 // Bind the texture object
61 glBindTexture ( GL_TEXTURE_2D, textureId );
62
63 // Load the texture
64 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, p ixels );
65
66 // Set the filtering mode
67 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
68 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
69
70 return textureId;
71
72 }
73
74
75 ///
76 // Initialize the shader and program object
77 //
78 int Init ( ESContext *esContext )
79 {
80 UserData *userData = esContext->userData;
81 GLbyte vShaderStr[] =
82 "attribute vec4 a_position; \n"
83 "attribute vec2 a_texCoord; \n"
84 "varying vec2 v_texCoord; \n"
85 "void main() \n"
86 "{ \n"
87 " gl_Position = a_position; \n"
88 " v_texCoord = a_texCoord; \n"
89 "} \n";
90
91 GLbyte fShaderStr[] =
92 "precision mediump float; \n"
93 "varying vec2 v_texCoord; \n"
94 "uniform sampler2D s_texture; \n"
95 "void main() \n"
96 "{ \n"
97 " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
98 "} \n";
99
100 // Load the shaders and get a linked program object
101 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
102
103 // Get the attribute locations
104 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos ition" );
105 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex Coord" );
106
107 // Get the sampler location
108 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex ture" );
109
110 // Load the texture
111 userData->textureId = CreateSimpleTexture2D ();
112
113 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
114 return TRUE;
115 }
116
117 ///
118 // Draw a triangle using the shader pair created in Init()
119 //
120 void Draw ( ESContext *esContext )
121 {
122 UserData *userData = esContext->userData;
123 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0
124 0.0f, 0.0f, // TexCoord 0
125 -0.5f, -0.5f, 0.0f, // Position 1
126 0.0f, 1.0f, // TexCoord 1
127 0.5f, -0.5f, 0.0f, // Position 2
128 1.0f, 1.0f, // TexCoord 2
129 0.5f, 0.5f, 0.0f, // Position 3
130 1.0f, 0.0f // TexCoord 3
131 };
132 GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
133
134 // Set the viewport
135 glViewport ( 0, 0, esContext->width, esContext->height );
136
137 // Clear the color buffer
138 glClear ( GL_COLOR_BUFFER_BIT );
139
140 // Use the program object
141 glUseProgram ( userData->programObject );
142
143 // Load the vertex position
144 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
145 GL_FALSE, 5 * sizeof(GLfloat), vVertices );
146 // Load the texture coordinate
147 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
148 GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
149
150 glEnableVertexAttribArray ( userData->positionLoc );
151 glEnableVertexAttribArray ( userData->texCoordLoc );
152
153 // Bind the texture
154 glActiveTexture ( GL_TEXTURE0 );
155 glBindTexture ( GL_TEXTURE_2D, userData->textureId );
156
157 // Set the sampler texture unit to 0
158 glUniform1i ( userData->samplerLoc, 0 );
159
160 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
161
162 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
163 }
164
165 ///
166 // Cleanup
167 //
168 void ShutDown ( ESContext *esContext )
169 {
170 UserData *userData = esContext->userData;
171
172 // Delete texture object
173 glDeleteTextures ( 1, &userData->textureId );
174
175 // Delete program object
176 glDeleteProgram ( userData->programObject );
177 }
178
179
180 int main ( int argc, char *argv[] )
181 {
182 ESContext esContext;
183 UserData userData;
184
185 esInitContext ( &esContext );
186 esContext.userData = &userData;
187
188 esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB );
189
190 if ( !Init ( &esContext ) )
191 return 0;
192
193 esRegisterDrawFunc ( &esContext, Draw );
194
195 esMainLoop ( &esContext );
196
197 ShutDown ( &esContext );
198 }
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