| Index: third_party/gles_book_examples/Chapter_9/Simple_Texture2D/Simple_Texture2D.c
|
| ===================================================================
|
| --- third_party/gles_book_examples/Chapter_9/Simple_Texture2D/Simple_Texture2D.c (revision 35873)
|
| +++ third_party/gles_book_examples/Chapter_9/Simple_Texture2D/Simple_Texture2D.c (working copy)
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| @@ -1,198 +0,0 @@
|
| -//
|
| -// Book: OpenGL(R) ES 2.0 Programming Guide
|
| -// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
| -// ISBN-10: 0321502795
|
| -// ISBN-13: 9780321502797
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| -// Publisher: Addison-Wesley Professional
|
| -// URLs: http://safari.informit.com/9780321563835
|
| -// http://www.opengles-book.com
|
| -//
|
| -
|
| -// Simple_Texture2D.c
|
| -//
|
| -// This is a simple example that draws a quad with a 2D
|
| -// texture image. The purpose of this example is to demonstrate
|
| -// the basics of 2D texturing
|
| -//
|
| -#include <stdlib.h>
|
| -#include "esUtil.h"
|
| -
|
| -typedef struct
|
| -{
|
| - // Handle to a program object
|
| - GLuint programObject;
|
| -
|
| - // Attribute locations
|
| - GLint positionLoc;
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| - GLint texCoordLoc;
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| -
|
| - // Sampler location
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| - GLint samplerLoc;
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| -
|
| - // Texture handle
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| - GLuint textureId;
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| -
|
| -} UserData;
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| -
|
| -///
|
| -// Create a simple 2x2 texture image with four different colors
|
| -//
|
| -GLuint CreateSimpleTexture2D( )
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| -{
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| - // Texture object handle
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| - GLuint textureId;
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| -
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| - // 2x2 Image, 3 bytes per pixel (R, G, B)
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| - GLubyte pixels[4 * 3] =
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| - {
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| - 255, 0, 0, // Red
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| - 0, 255, 0, // Green
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| - 0, 0, 255, // Blue
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| - 255, 255, 0 // Yellow
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| - };
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| -
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| - // Use tightly packed data
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| - glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
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| -
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| - // Generate a texture object
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| - glGenTextures ( 1, &textureId );
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| -
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| - // Bind the texture object
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| - glBindTexture ( GL_TEXTURE_2D, textureId );
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| -
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| - // Load the texture
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| - glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
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| -
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| - // Set the filtering mode
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| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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| -
|
| - return textureId;
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| -
|
| -}
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| -
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| -
|
| -///
|
| -// Initialize the shader and program object
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| -//
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| -int Init ( ESContext *esContext )
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| -{
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| - UserData *userData = esContext->userData;
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| - GLbyte vShaderStr[] =
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| - "attribute vec4 a_position; \n"
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| - "attribute vec2 a_texCoord; \n"
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| - "varying vec2 v_texCoord; \n"
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| - "void main() \n"
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| - "{ \n"
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| - " gl_Position = a_position; \n"
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| - " v_texCoord = a_texCoord; \n"
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| - "} \n";
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| -
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| - GLbyte fShaderStr[] =
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| - "precision mediump float; \n"
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| - "varying vec2 v_texCoord; \n"
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| - "uniform sampler2D s_texture; \n"
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| - "void main() \n"
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| - "{ \n"
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| - " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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| - "} \n";
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| -
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| - // Load the shaders and get a linked program object
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| - userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
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| -
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| - // Get the attribute locations
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| - userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
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| - userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
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| -
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| - // Get the sampler location
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| - userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
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| -
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| - // Load the texture
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| - userData->textureId = CreateSimpleTexture2D ();
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| -
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| - glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
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| - return TRUE;
|
| -}
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| -
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| -///
|
| -// Draw a triangle using the shader pair created in Init()
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| -//
|
| -void Draw ( ESContext *esContext )
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| -{
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| - UserData *userData = esContext->userData;
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| - GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0
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| - 0.0f, 0.0f, // TexCoord 0
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| - -0.5f, -0.5f, 0.0f, // Position 1
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| - 0.0f, 1.0f, // TexCoord 1
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| - 0.5f, -0.5f, 0.0f, // Position 2
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| - 1.0f, 1.0f, // TexCoord 2
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| - 0.5f, 0.5f, 0.0f, // Position 3
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| - 1.0f, 0.0f // TexCoord 3
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| - };
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| - GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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| -
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| - // Set the viewport
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| - glViewport ( 0, 0, esContext->width, esContext->height );
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| -
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| - // Clear the color buffer
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| - glClear ( GL_COLOR_BUFFER_BIT );
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| -
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| - // Use the program object
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| - glUseProgram ( userData->programObject );
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| -
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| - // Load the vertex position
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| - glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
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| - GL_FALSE, 5 * sizeof(GLfloat), vVertices );
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| - // Load the texture coordinate
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| - glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
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| - GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
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| -
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| - glEnableVertexAttribArray ( userData->positionLoc );
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| - glEnableVertexAttribArray ( userData->texCoordLoc );
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| -
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| - // Bind the texture
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| - glActiveTexture ( GL_TEXTURE0 );
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| - glBindTexture ( GL_TEXTURE_2D, userData->textureId );
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| -
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| - // Set the sampler texture unit to 0
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| - glUniform1i ( userData->samplerLoc, 0 );
|
| -
|
| - 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->textureId );
|
| -
|
| - // Delete program object
|
| - glDeleteProgram ( userData->programObject );
|
| -}
|
| -
|
| -
|
| -int main ( int argc, char *argv[] )
|
| -{
|
| - ESContext esContext;
|
| - UserData userData;
|
| -
|
| - esInitContext ( &esContext );
|
| - esContext.userData = &userData;
|
| -
|
| - esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB );
|
| -
|
| - if ( !Init ( &esContext ) )
|
| - return 0;
|
| -
|
| - esRegisterDrawFunc ( &esContext, Draw );
|
| -
|
| - esMainLoop ( &esContext );
|
| -
|
| - ShutDown ( &esContext );
|
| -}
|
|
|