Index: third_party/gles_book_examples/Chapter_11/Multisample/Multisample.c |
=================================================================== |
--- third_party/gles_book_examples/Chapter_11/Multisample/Multisample.c (revision 35873) |
+++ third_party/gles_book_examples/Chapter_11/Multisample/Multisample.c (working copy) |
@@ -1,302 +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 |
-// |
- |
-// Multisample.c |
-// |
-// This example shows various multi-sampling |
-// operations. |
-// |
-#include <stdlib.h> |
-#include <stdio.h> |
-#include "esUtil.h" |
- |
-typedef struct |
-{ |
- // Handle to a program object |
- GLuint programObject; |
- |
- // Attribute locations |
- GLint positionLoc; |
- |
- // Uniform locations |
- GLint colorLoc; |
- |
-} UserData; |
- |
-/// |
-// Initialize the shader and program object |
-// |
-int Init ( ESContext *esContext ) |
-{ |
- UserData *userData = esContext->userData; |
- GLbyte vShaderStr[] = |
- "attribute vec4 a_position; \n" |
- "void main() \n" |
- "{ \n" |
- " gl_Position = a_position; \n" |
- "} \n"; |
- |
- GLbyte fShaderStr[] = |
- "precision mediump float; \n" |
- "uniform vec4 u_color; \n" |
- "void main() \n" |
- "{ \n" |
- " gl_FragColor = u_color; \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" ); |
- |
- // Get the sampler location |
- userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" ); |
- |
- // Set the clear color |
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
- |
- // Set the stencil clear value |
- glClearStencil ( 0x1 ); |
- |
- // Set the depth clear value |
- glClearDepthf( 0.75f ); |
- |
- // Enable the depth and stencil tests |
- glEnable( GL_DEPTH_TEST ); |
- glEnable( GL_STENCIL_TEST ); |
- |
- return TRUE; |
-} |
- |
-/// |
-// Initialize the stencil buffer values, and then use those |
-// values to control rendering |
-// |
-void Draw ( ESContext *esContext ) |
-{ |
- int i; |
- |
- UserData *userData = esContext->userData; |
- |
- GLfloat vVertices[] = { |
- -0.75f, 0.25f, 0.50f, // Quad #0 |
- -0.25f, 0.25f, 0.50f, |
- -0.25f, 0.75f, 0.50f, |
- -0.75f, 0.75f, 0.50f, |
- 0.25f, 0.25f, 0.90f, // Quad #1 |
- 0.75f, 0.25f, 0.90f, |
- 0.75f, 0.75f, 0.90f, |
- 0.25f, 0.75f, 0.90f, |
- -0.75f, -0.75f, 0.50f, // Quad #2 |
- -0.25f, -0.75f, 0.50f, |
- -0.25f, -0.25f, 0.50f, |
- -0.75f, -0.25f, 0.50f, |
- 0.25f, -0.75f, 0.50f, // Quad #3 |
- 0.75f, -0.75f, 0.50f, |
- 0.75f, -0.25f, 0.50f, |
- 0.25f, -0.25f, 0.50f, |
- -1.00f, -1.00f, 0.00f, // Big Quad |
- 1.00f, -1.00f, 0.00f, |
- 1.00f, 1.00f, 0.00f, |
- -1.00f, 1.00f, 0.00f |
- }; |
- |
- GLubyte indices[][6] = { |
- { 0, 1, 2, 0, 2, 3 }, // Quad #0 |
- { 4, 5, 6, 4, 6, 7 }, // Quad #1 |
- { 8, 9, 10, 8, 10, 11 }, // Quad #2 |
- { 12, 13, 14, 12, 14, 15 }, // Quad #3 |
- { 16, 17, 18, 16, 18, 19 } // Big Quad |
- }; |
- |
-#define NumTests 4 |
- GLfloat colors[NumTests][4] = { |
- { 1.0f, 0.0f, 0.0f, 1.0f }, |
- { 0.0f, 1.0f, 0.0f, 1.0f }, |
- { 0.0f, 0.0f, 1.0f, 1.0f }, |
- { 1.0f, 1.0f, 0.0f, 0.0f } |
- }; |
- |
- GLint numStencilBits; |
- GLuint stencilValues[NumTests] = { |
- 0x7, // Result of test 0 |
- 0x0, // Result of test 1 |
- 0x2, // Result of test 2 |
- 0xff // Result of test 3. We need to fill this |
- // value in a run-time |
- }; |
- |
- // Set the viewport |
- glViewport ( 0, 0, esContext->width, esContext->height ); |
- |
- // Clear the color, depth, and stencil buffers. At this |
- // point, the stencil buffer will be 0x1 for all pixels |
- glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); |
- |
- // Use the program object |
- glUseProgram ( userData->programObject ); |
- |
- // Load the vertex position |
- glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, |
- GL_FALSE, 0, vVertices ); |
- |
- glEnableVertexAttribArray ( userData->positionLoc ); |
- |
- // Test 0: |
- // |
- // Initialize upper-left region. In this case, the |
- // stencil-buffer values will be replaced because the |
- // stencil test for the rendered pixels will fail the |
- // stencil test, which is |
- // |
- // ref mask stencil mask |
- // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 ) |
- // |
- // The value in the stencil buffer for these pixels will |
- // be 0x7. |
- // |
- glStencilFunc( GL_LESS, 0x7, 0x3 ); |
- glStencilOp( GL_REPLACE, GL_DECR, GL_DECR ); |
- glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] ); |
- |
- // Test 1: |
- // |
- // Initialize the upper-right region. Here, we'll decrement |
- // the stencil-buffer values where the stencil test passes |
- // but the depth test fails. The stencil test is |
- // |
- // ref mask stencil mask |
- // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 ) |
- // |
- // but where the geometry fails the depth test. The |
- // stencil values for these pixels will be 0x0. |
- // |
- glStencilFunc( GL_GREATER, 0x3, 0x3 ); |
- glStencilOp( GL_KEEP, GL_DECR, GL_KEEP ); |
- glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] ); |
- |
- // Test 2: |
- // |
- // Initialize the lower-left region. Here we'll increment |
- // (with saturation) the stencil value where both the |
- // stencil and depth tests pass. The stencil test for |
- // these pixels will be |
- // |
- // ref mask stencil mask |
- // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 ) |
- // |
- // The stencil values for these pixels will be 0x2. |
- // |
- glStencilFunc( GL_EQUAL, 0x1, 0x3 ); |
- glStencilOp( GL_KEEP, GL_INCR, GL_INCR ); |
- glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] ); |
- |
- // Test 3: |
- // |
- // Finally, initialize the lower-right region. We'll invert |
- // the stencil value where the stencil tests fails. The |
- // stencil test for these pixels will be |
- // |
- // ref mask stencil mask |
- // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 ) |
- // |
- // The stencil value here will be set to ~((2^s-1) & 0x1), |
- // (with the 0x1 being from the stencil clear value), |
- // where 's' is the number of bits in the stencil buffer |
- // |
- glStencilFunc( GL_EQUAL, 0x2, 0x1 ); |
- glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP ); |
- glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] ); |
- |
- // Since we don't know at compile time how many stecil bits are present, |
- // we'll query, and update the value correct value in the |
- // stencilValues arrays for the fourth tests. We'll use this value |
- // later in rendering. |
- glGetIntegerv( GL_STENCIL_BITS, &numStencilBits ); |
- |
- stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff; |
- |
- // Use the stencil buffer for controlling where rendering will |
- // occur. We diable writing to the stencil buffer so we |
- // can test against them without modifying the values we |
- // generated. |
- glStencilMask( 0x0 ); |
- |
- for ( i = 0; i < NumTests; ++i ) |
- { |
- glStencilFunc( GL_EQUAL, stencilValues[i], 0xff ); |
- glUniform4fv( userData->colorLoc, 1, colors[i] ); |
- glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] ); |
- } |
- |
- eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); |
-} |
- |
- |
-/// |
-// Cleanup |
-// |
-void ShutDown ( ESContext *esContext ) |
-{ |
- UserData *userData = esContext->userData; |
- |
- // Delete program object |
- glDeleteProgram ( userData->programObject ); |
-} |
- |
- |
-/// |
-// Handle keyboard input |
-// |
-void Key ( ESContext *esContext, unsigned char key, int x, int y) |
-{ |
- switch ( key ) |
- { |
- case 'm': |
- printf( "Saw an 'm'\n" ); |
- break; |
- |
- case 'a': |
- printf( "Saw an 'a'\n" ); |
- break; |
- |
- case '1': |
- printf( "Saw a '1'\n" ); |
- break; |
- |
- case 033: // ASCII Escape Key |
- ShutDown( esContext ); |
- exit( 0 ); |
- break; |
- } |
-} |
- |
- |
-int main ( int argc, char *argv[] ) |
-{ |
- ESContext esContext; |
- UserData userData; |
- |
- esInitContext ( &esContext ); |
- esContext.userData = &userData; |
- |
- esCreateWindow ( &esContext, "Multi-sampling", 320, 240, ES_WINDOW_RGB ); |
- |
- if ( !Init ( &esContext ) ) |
- return 0; |
- |
- esRegisterDrawFunc ( &esContext, Draw ); |
- esRegisterKeyFunc( &esContext, Key ); |
- |
- esMainLoop ( &esContext ); |
- |
- ShutDown ( &esContext ); |
-} |