| Index: third_party/gles_book_examples/Chapter_10/MultiTexture/MultiTexture.c
|
| ===================================================================
|
| --- third_party/gles_book_examples/Chapter_10/MultiTexture/MultiTexture.c (revision 35873)
|
| +++ third_party/gles_book_examples/Chapter_10/MultiTexture/MultiTexture.c (working copy)
|
| @@ -1,213 +0,0 @@
|
| -//
|
| -// Book: OpenGL(R) ES 2.0 Programming Guide
|
| -// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
| -// ISBN-10: 0321502795
|
| -// ISBN-13: 9780321502797
|
| -// Publisher: Addison-Wesley Professional
|
| -// URLs: http://safari.informit.com/9780321563835
|
| -// http://www.opengles-book.com
|
| -//
|
| -
|
| -// MultiTexture.c
|
| -//
|
| -// This is an example that draws a quad with a basemap and
|
| -// lightmap to demonstrate multitexturing.
|
| -//
|
| -#include <stdlib.h>
|
| -#include "esUtil.h"
|
| -
|
| -typedef struct
|
| -{
|
| - // Handle to a program object
|
| - GLuint programObject;
|
| -
|
| - // Attribute locations
|
| - GLint positionLoc;
|
| - GLint texCoordLoc;
|
| -
|
| - // Sampler locations
|
| - GLint baseMapLoc;
|
| - GLint lightMapLoc;
|
| -
|
| - // Texture handle
|
| - GLuint baseMapTexId;
|
| - GLuint lightMapTexId;
|
| -
|
| -} UserData;
|
| -
|
| -
|
| -///
|
| -// Load texture from disk
|
| -//
|
| -GLuint LoadTexture ( char *fileName )
|
| -{
|
| - int width,
|
| - height;
|
| - char *buffer = esLoadTGA ( fileName, &width, &height );
|
| - GLuint texId;
|
| -
|
| - if ( buffer == NULL )
|
| - {
|
| - esLogMessage ( "Error loading (%s) image.\n", fileName );
|
| - return 0;
|
| - }
|
| -
|
| - glGenTextures ( 1, &texId );
|
| - glBindTexture ( GL_TEXTURE_2D, texId );
|
| -
|
| - glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
| -
|
| - free ( buffer );
|
| -
|
| - return texId;
|
| -}
|
| -
|
| -
|
| -
|
| -///
|
| -// Initialize the shader and program object
|
| -//
|
| -int Init ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLbyte vShaderStr[] =
|
| - "attribute vec4 a_position; \n"
|
| - "attribute vec2 a_texCoord; \n"
|
| - "varying vec2 v_texCoord; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_Position = a_position; \n"
|
| - " v_texCoord = a_texCoord; \n"
|
| - "} \n";
|
| -
|
| - GLbyte fShaderStr[] =
|
| - "precision mediump float; \n"
|
| - "varying vec2 v_texCoord; \n"
|
| - "uniform sampler2D s_baseMap; \n"
|
| - "uniform sampler2D s_lightMap; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " vec4 baseColor; \n"
|
| - " vec4 lightColor; \n"
|
| - " \n"
|
| - " baseColor = texture2D( s_baseMap, v_texCoord ); \n"
|
| - " lightColor = texture2D( s_lightMap, v_texCoord ); \n"
|
| - " gl_FragColor = baseColor * (lightColor + 0.25); \n"
|
| - "} \n";
|
| -
|
| - // Load the shaders and get a linked program object
|
| - userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
|
| -
|
| - // Get the attribute locations
|
| - userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
|
| - userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
|
| -
|
| - // Get the sampler location
|
| - userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" );
|
| - userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" );
|
| -
|
| - // Load the textures
|
| - userData->baseMapTexId = LoadTexture ( "basemap.tga" );
|
| - userData->lightMapTexId = LoadTexture ( "lightmap.tga" );
|
| -
|
| - if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 )
|
| - return FALSE;
|
| -
|
| - glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
|
| - return TRUE;
|
| -}
|
| -
|
| -///
|
| -// Draw a triangle using the shader pair created in Init()
|
| -//
|
| -void Draw ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0
|
| - 0.0f, 0.0f, // TexCoord 0
|
| - -0.5f, -0.5f, 0.0f, // Position 1
|
| - 0.0f, 1.0f, // TexCoord 1
|
| - 0.5f, -0.5f, 0.0f, // Position 2
|
| - 1.0f, 1.0f, // TexCoord 2
|
| - 0.5f, 0.5f, 0.0f, // Position 3
|
| - 1.0f, 0.0f // TexCoord 3
|
| - };
|
| - GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
|
| -
|
| - // Set the viewport
|
| - glViewport ( 0, 0, esContext->width, esContext->height );
|
| -
|
| - // Clear the color buffer
|
| - glClear ( GL_COLOR_BUFFER_BIT );
|
| -
|
| - // Use the program object
|
| - glUseProgram ( userData->programObject );
|
| -
|
| - // Load the vertex position
|
| - glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
|
| - GL_FALSE, 5 * sizeof(GLfloat), vVertices );
|
| - // Load the texture coordinate
|
| - glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
|
| - GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
|
| -
|
| - glEnableVertexAttribArray ( userData->positionLoc );
|
| - glEnableVertexAttribArray ( userData->texCoordLoc );
|
| -
|
| - // Bind the base map
|
| - glActiveTexture ( GL_TEXTURE0 );
|
| - glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId );
|
| -
|
| - // Set the base map sampler to texture unit to 0
|
| - glUniform1i ( userData->baseMapLoc, 0 );
|
| -
|
| - // Bind the light map
|
| - glActiveTexture ( GL_TEXTURE1 );
|
| - glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId );
|
| -
|
| - // Set the light map sampler to texture unit 1
|
| - glUniform1i ( userData->lightMapLoc, 1 );
|
| -
|
| - glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
|
| -
|
| - eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
|
| -}
|
| -
|
| -///
|
| -// Cleanup
|
| -//
|
| -void ShutDown ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| -
|
| - // Delete texture object
|
| - glDeleteTextures ( 1, &userData->baseMapTexId );
|
| - glDeleteTextures ( 1, &userData->lightMapTexId );
|
| -
|
| - // Delete program object
|
| - glDeleteProgram ( userData->programObject );
|
| -}
|
| -
|
| -
|
| -int main ( int argc, char *argv[] )
|
| -{
|
| - ESContext esContext;
|
| - UserData userData;
|
| -
|
| - esInitContext ( &esContext );
|
| - esContext.userData = &userData;
|
| -
|
| - esCreateWindow ( &esContext, "MultiTexture", 320, 240, ES_WINDOW_RGB );
|
| -
|
| - if ( !Init ( &esContext ) )
|
| - return 0;
|
| -
|
| - esRegisterDrawFunc ( &esContext, Draw );
|
| -
|
| - esMainLoop ( &esContext );
|
| -
|
| - ShutDown ( &esContext );
|
| -}
|
|
|