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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_TextureCubemap.c | |
| 12 // | |
| 13 // This is a simple example that draws a sphere with a cubemap image applied. | |
| 14 // | |
| 15 #include <stdlib.h> | |
| 16 #include "esUtil.h" | |
| 17 | |
| 18 typedef struct | |
| 19 { | |
| 20 // Handle to a program object | |
| 21 GLuint programObject; | |
| 22 | |
| 23 // Attribute locations | |
| 24 GLint positionLoc; | |
| 25 GLint normalLoc; | |
| 26 | |
| 27 // Sampler location | |
| 28 GLint samplerLoc; | |
| 29 | |
| 30 // Texture handle | |
| 31 GLuint textureId; | |
| 32 | |
| 33 // Vertex data | |
| 34 int numIndices; | |
| 35 GLfloat *vertices; | |
| 36 GLfloat *normals; | |
| 37 GLuint *indices; | |
| 38 | |
| 39 } UserData; | |
| 40 | |
| 41 /// | |
| 42 // Create a simple cubemap with a 1x1 face with a different | |
| 43 // color for each face | |
| 44 GLuint CreateSimpleTextureCubemap( ) | |
| 45 { | |
| 46 GLuint textureId; | |
| 47 // Six 1x1 RGB faces | |
| 48 GLubyte cubePixels[6][3] = | |
| 49 { | |
| 50 // Face 0 - Red | |
| 51 255, 0, 0, | |
| 52 // Face 1 - Green, | |
| 53 0, 255, 0, | |
| 54 // Face 3 - Blue | |
| 55 0, 0, 255, | |
| 56 // Face 4 - Yellow | |
| 57 255, 255, 0, | |
| 58 // Face 5 - Purple | |
| 59 255, 0, 255, | |
| 60 // Face 6 - White | |
| 61 255, 255, 255 | |
| 62 }; | |
| 63 | |
| 64 // Generate a texture object | |
| 65 glGenTextures ( 1, &textureId ); | |
| 66 | |
| 67 // Bind the texture object | |
| 68 glBindTexture ( GL_TEXTURE_CUBE_MAP, textureId ); | |
| 69 | |
| 70 // Load the cube face - Positive X | |
| 71 glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, 1, 1, 0, | |
| 72 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[0] ); | |
| 73 | |
| 74 // Load the cube face - Negative X | |
| 75 glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, 1, 1, 0, | |
| 76 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[1] ); | |
| 77 | |
| 78 // Load the cube face - Positive Y | |
| 79 glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, 1, 1, 0, | |
| 80 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[2] ); | |
| 81 | |
| 82 // Load the cube face - Negative Y | |
| 83 glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, 1, 1, 0, | |
| 84 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[3] ); | |
| 85 | |
| 86 // Load the cube face - Positive Z | |
| 87 glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, 1, 1, 0, | |
| 88 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[4] ); | |
| 89 | |
| 90 // Load the cube face - Negative Z | |
| 91 glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, 1, 1, 0, | |
| 92 GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[5] ); | |
| 93 | |
| 94 // Set the filtering mode | |
| 95 glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); | |
| 96 glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); | |
| 97 | |
| 98 return textureId; | |
| 99 | |
| 100 } | |
| 101 | |
| 102 | |
| 103 /// | |
| 104 // Initialize the shader and program object | |
| 105 // | |
| 106 int Init ( ESContext *esContext ) | |
| 107 { | |
| 108 UserData *userData = esContext->userData; | |
| 109 GLbyte vShaderStr[] = | |
| 110 "attribute vec4 a_position; \n" | |
| 111 "attribute vec3 a_normal; \n" | |
| 112 "varying vec3 v_normal; \n" | |
| 113 "void main() \n" | |
| 114 "{ \n" | |
| 115 " gl_Position = a_position; \n" | |
| 116 " v_normal = a_normal; \n" | |
| 117 "} \n"; | |
| 118 | |
| 119 GLbyte fShaderStr[] = | |
| 120 "precision mediump float; \n" | |
| 121 "varying vec3 v_normal; \n" | |
| 122 "uniform samplerCube s_texture; \n" | |
| 123 "void main() \n" | |
| 124 "{ \n" | |
| 125 " gl_FragColor = textureCube( s_texture, v_normal );\n" | |
| 126 "} \n"; | |
| 127 | |
| 128 // Load the shaders and get a linked program object | |
| 129 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
| 130 | |
| 131 // Get the attribute locations | |
| 132 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | |
| 133 userData->normalLoc = glGetAttribLocation ( userData->programObject, "a_norma
l" ); | |
| 134 | |
| 135 // Get the sampler locations | |
| 136 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | |
| 137 | |
| 138 // Load the texture | |
| 139 userData->textureId = CreateSimpleTextureCubemap (); | |
| 140 | |
| 141 // Generate the vertex data | |
| 142 userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userDat
a->normals, | |
| 143 NULL, &userData->indices ); | |
| 144 | |
| 145 | |
| 146 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
| 147 return TRUE; | |
| 148 } | |
| 149 | |
| 150 /// | |
| 151 // Draw a triangle using the shader pair created in Init() | |
| 152 // | |
| 153 void Draw ( ESContext *esContext ) | |
| 154 { | |
| 155 UserData *userData = esContext->userData; | |
| 156 | |
| 157 // Set the viewport | |
| 158 glViewport ( 0, 0, esContext->width, esContext->height ); | |
| 159 | |
| 160 // Clear the color buffer | |
| 161 glClear ( GL_COLOR_BUFFER_BIT ); | |
| 162 | |
| 163 | |
| 164 glCullFace ( GL_BACK ); | |
| 165 glEnable ( GL_CULL_FACE ); | |
| 166 | |
| 167 // Use the program object | |
| 168 glUseProgram ( userData->programObject ); | |
| 169 | |
| 170 // Load the vertex position | |
| 171 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, | |
| 172 GL_FALSE, 0, userData->vertices ); | |
| 173 // Load the normal | |
| 174 glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT, | |
| 175 GL_FALSE, 0, userData->normals ); | |
| 176 | |
| 177 glEnableVertexAttribArray ( userData->positionLoc ); | |
| 178 glEnableVertexAttribArray ( userData->normalLoc ); | |
| 179 | |
| 180 // Bind the texture | |
| 181 glActiveTexture ( GL_TEXTURE0 ); | |
| 182 glBindTexture ( GL_TEXTURE_CUBE_MAP, userData->textureId ); | |
| 183 | |
| 184 // Set the sampler texture unit to 0 | |
| 185 glUniform1i ( userData->samplerLoc, 0 ); | |
| 186 | |
| 187 glDrawElements ( GL_TRIANGLES, userData->numIndices, | |
| 188 GL_UNSIGNED_INT, userData->indices ); | |
| 189 | |
| 190 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
| 191 } | |
| 192 | |
| 193 /// | |
| 194 // Cleanup | |
| 195 // | |
| 196 void ShutDown ( ESContext *esContext ) | |
| 197 { | |
| 198 UserData *userData = esContext->userData; | |
| 199 | |
| 200 // Delete texture object | |
| 201 glDeleteTextures ( 1, &userData->textureId ); | |
| 202 | |
| 203 // Delete program object | |
| 204 glDeleteProgram ( userData->programObject ); | |
| 205 | |
| 206 free ( userData->vertices ); | |
| 207 free ( userData->normals ); | |
| 208 } | |
| 209 | |
| 210 | |
| 211 int main ( int argc, char *argv[] ) | |
| 212 { | |
| 213 ESContext esContext; | |
| 214 UserData userData; | |
| 215 | |
| 216 esInitContext ( &esContext ); | |
| 217 esContext.userData = &userData; | |
| 218 | |
| 219 esCreateWindow ( &esContext, "Simple Texture Cubemap", 320, 240, ES_WINDOW_RG
B ); | |
| 220 | |
| 221 if ( !Init ( &esContext ) ) | |
| 222 return 0; | |
| 223 | |
| 224 esRegisterDrawFunc ( &esContext, Draw ); | |
| 225 | |
| 226 esMainLoop ( &esContext ); | |
| 227 | |
| 228 ShutDown ( &esContext ); | |
| 229 } | |
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