OLD | NEW |
| (Empty) |
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 // TextureWrap.c | |
12 // | |
13 // This is an example that demonstrates the three texture | |
14 // wrap modes available on 2D textures | |
15 // | |
16 #include <stdlib.h> | |
17 #include "esUtil.h" | |
18 | |
19 typedef struct | |
20 { | |
21 // Handle to a program object | |
22 GLuint programObject; | |
23 | |
24 // Attribute locations | |
25 GLint positionLoc; | |
26 GLint texCoordLoc; | |
27 | |
28 // Sampler location | |
29 GLint samplerLoc; | |
30 | |
31 // Offset location | |
32 GLint offsetLoc; | |
33 | |
34 // Texture handle | |
35 GLuint textureId; | |
36 | |
37 } UserData; | |
38 | |
39 /// | |
40 // Generate an RGB8 checkerboard image | |
41 // | |
42 GLubyte* GenCheckImage( int width, int height, int checkSize ) | |
43 { | |
44 int x, | |
45 y; | |
46 GLubyte *pixels = malloc( width * height * 3 ); | |
47 | |
48 if ( pixels == NULL ) | |
49 return NULL; | |
50 | |
51 for ( y = 0; y < height; y++ ) | |
52 for ( x = 0; x < width; x++ ) | |
53 { | |
54 GLubyte rColor = 0; | |
55 GLubyte bColor = 0; | |
56 | |
57 if ( ( x / checkSize ) % 2 == 0 ) | |
58 { | |
59 rColor = 255 * ( ( y / checkSize ) % 2 ); | |
60 bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); | |
61 } | |
62 else | |
63 { | |
64 bColor = 255 * ( ( y / checkSize ) % 2 ); | |
65 rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); | |
66 } | |
67 | |
68 pixels[(y * height + x) * 3] = rColor; | |
69 pixels[(y * height + x) * 3 + 1] = 0; | |
70 pixels[(y * height + x) * 3 + 2] = bColor; | |
71 } | |
72 | |
73 return pixels; | |
74 } | |
75 | |
76 /// | |
77 // Create a mipmapped 2D texture image | |
78 // | |
79 GLuint CreateTexture2D( ) | |
80 { | |
81 // Texture object handle | |
82 GLuint textureId; | |
83 int width = 256, | |
84 height = 256; | |
85 GLubyte *pixels; | |
86 | |
87 pixels = GenCheckImage( width, height, 64 ); | |
88 if ( pixels == NULL ) | |
89 return 0; | |
90 | |
91 // Generate a texture object | |
92 glGenTextures ( 1, &textureId ); | |
93 | |
94 // Bind the texture object | |
95 glBindTexture ( GL_TEXTURE_2D, textureId ); | |
96 | |
97 // Load mipmap level 0 | |
98 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, | |
99 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); | |
100 | |
101 // Set the filtering mode | |
102 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); | |
103 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
104 | |
105 return textureId; | |
106 | |
107 } | |
108 | |
109 | |
110 /// | |
111 // Initialize the shader and program object | |
112 // | |
113 int Init ( ESContext *esContext ) | |
114 { | |
115 UserData *userData = esContext->userData; | |
116 GLbyte vShaderStr[] = | |
117 "uniform float u_offset; \n" | |
118 "attribute vec4 a_position; \n" | |
119 "attribute vec2 a_texCoord; \n" | |
120 "varying vec2 v_texCoord; \n" | |
121 "void main() \n" | |
122 "{ \n" | |
123 " gl_Position = a_position; \n" | |
124 " gl_Position.x += u_offset;\n" | |
125 " v_texCoord = a_texCoord; \n" | |
126 "} \n"; | |
127 | |
128 GLbyte fShaderStr[] = | |
129 "precision mediump float; \n" | |
130 "varying vec2 v_texCoord; \n" | |
131 "uniform sampler2D s_texture; \n" | |
132 "void main() \n" | |
133 "{ \n" | |
134 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" | |
135 "} \n"; | |
136 | |
137 // Load the shaders and get a linked program object | |
138 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
139 | |
140 // Get the attribute locations | |
141 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | |
142 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | |
143 | |
144 // Get the sampler location | |
145 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | |
146 | |
147 // Get the offset location | |
148 userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offse
t" ); | |
149 | |
150 // Load the texture | |
151 userData->textureId = CreateTexture2D (); | |
152 | |
153 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
154 return TRUE; | |
155 } | |
156 | |
157 /// | |
158 // Draw a triangle using the shader pair created in Init() | |
159 // | |
160 void Draw ( ESContext *esContext ) | |
161 { | |
162 UserData *userData = esContext->userData; | |
163 GLfloat vVertices[] = { -0.3f, 0.3f, 0.0f, 1.0f, // Position 0 | |
164 -1.0f, -1.0f, // TexCoord 0 | |
165 -0.3f, -0.3f, 0.0f, 1.0f, // Position 1 | |
166 -1.0f, 2.0f, // TexCoord 1 | |
167 0.3f, -0.3f, 0.0f, 1.0f, // Position 2 | |
168 2.0f, 2.0f, // TexCoord 2 | |
169 0.3f, 0.3f, 0.0f, 1.0f, // Position 3 | |
170 2.0f, -1.0f // TexCoord 3 | |
171 }; | |
172 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; | |
173 | |
174 // Set the viewport | |
175 glViewport ( 0, 0, esContext->width, esContext->height ); | |
176 | |
177 // Clear the color buffer | |
178 glClear ( GL_COLOR_BUFFER_BIT ); | |
179 | |
180 // Use the program object | |
181 glUseProgram ( userData->programObject ); | |
182 | |
183 // Load the vertex position | |
184 glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT, | |
185 GL_FALSE, 6 * sizeof(GLfloat), vVertices ); | |
186 // Load the texture coordinate | |
187 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | |
188 GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] ); | |
189 | |
190 glEnableVertexAttribArray ( userData->positionLoc ); | |
191 glEnableVertexAttribArray ( userData->texCoordLoc ); | |
192 | |
193 // Bind the texture | |
194 glActiveTexture ( GL_TEXTURE0 ); | |
195 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | |
196 | |
197 // Set the sampler texture unit to 0 | |
198 glUniform1i ( userData->samplerLoc, 0 ); | |
199 | |
200 // Draw quad with repeat wrap mode | |
201 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); | |
202 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); | |
203 glUniform1f ( userData->offsetLoc, -0.7f ); | |
204 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
205 | |
206 // Draw quad with clamp to edge wrap mode | |
207 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); | |
208 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); | |
209 glUniform1f ( userData->offsetLoc, 0.0f ); | |
210 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
211 | |
212 // Draw quad with mirrored repeat | |
213 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); | |
214 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); | |
215 glUniform1f ( userData->offsetLoc, 0.7f ); | |
216 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
217 | |
218 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
219 } | |
220 | |
221 /// | |
222 // Cleanup | |
223 // | |
224 void ShutDown ( ESContext *esContext ) | |
225 { | |
226 UserData *userData = esContext->userData; | |
227 | |
228 // Delete texture object | |
229 glDeleteTextures ( 1, &userData->textureId ); | |
230 | |
231 // Delete program object | |
232 glDeleteProgram ( userData->programObject ); | |
233 } | |
234 | |
235 | |
236 int main ( int argc, char *argv[] ) | |
237 { | |
238 ESContext esContext; | |
239 UserData userData; | |
240 | |
241 esInitContext ( &esContext ); | |
242 esContext.userData = &userData; | |
243 | |
244 esCreateWindow ( &esContext, "MipMap 2D", 640, 480, ES_WINDOW_RGB ); | |
245 | |
246 if ( !Init ( &esContext ) ) | |
247 return 0; | |
248 | |
249 esRegisterDrawFunc ( &esContext, Draw ); | |
250 | |
251 esMainLoop ( &esContext ); | |
252 | |
253 ShutDown ( &esContext ); | |
254 } | |
OLD | NEW |