| Index: third_party/gles_book_examples/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c
|
| ===================================================================
|
| --- third_party/gles_book_examples/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c (revision 35873)
|
| +++ third_party/gles_book_examples/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c (working copy)
|
| @@ -1,229 +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
|
| -//
|
| -
|
| -// Simple_TextureCubemap.c
|
| -//
|
| -// This is a simple example that draws a sphere with a cubemap image applied.
|
| -//
|
| -#include <stdlib.h>
|
| -#include "esUtil.h"
|
| -
|
| -typedef struct
|
| -{
|
| - // Handle to a program object
|
| - GLuint programObject;
|
| -
|
| - // Attribute locations
|
| - GLint positionLoc;
|
| - GLint normalLoc;
|
| -
|
| - // Sampler location
|
| - GLint samplerLoc;
|
| -
|
| - // Texture handle
|
| - GLuint textureId;
|
| -
|
| - // Vertex data
|
| - int numIndices;
|
| - GLfloat *vertices;
|
| - GLfloat *normals;
|
| - GLuint *indices;
|
| -
|
| -} UserData;
|
| -
|
| -///
|
| -// Create a simple cubemap with a 1x1 face with a different
|
| -// color for each face
|
| -GLuint CreateSimpleTextureCubemap( )
|
| -{
|
| - GLuint textureId;
|
| - // Six 1x1 RGB faces
|
| - GLubyte cubePixels[6][3] =
|
| - {
|
| - // Face 0 - Red
|
| - 255, 0, 0,
|
| - // Face 1 - Green,
|
| - 0, 255, 0,
|
| - // Face 3 - Blue
|
| - 0, 0, 255,
|
| - // Face 4 - Yellow
|
| - 255, 255, 0,
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| - // Face 5 - Purple
|
| - 255, 0, 255,
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| - // Face 6 - White
|
| - 255, 255, 255
|
| - };
|
| -
|
| - // Generate a texture object
|
| - glGenTextures ( 1, &textureId );
|
| -
|
| - // Bind the texture object
|
| - glBindTexture ( GL_TEXTURE_CUBE_MAP, textureId );
|
| -
|
| - // Load the cube face - Positive X
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[0] );
|
| -
|
| - // Load the cube face - Negative X
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[1] );
|
| -
|
| - // Load the cube face - Positive Y
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[2] );
|
| -
|
| - // Load the cube face - Negative Y
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[3] );
|
| -
|
| - // Load the cube face - Positive Z
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[4] );
|
| -
|
| - // Load the cube face - Negative Z
|
| - glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, 1, 1, 0,
|
| - GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[5] );
|
| -
|
| - // Set the filtering mode
|
| - glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
| - glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
|
| -
|
| - return textureId;
|
| -
|
| -}
|
| -
|
| -
|
| -///
|
| -// Initialize the shader and program object
|
| -//
|
| -int Init ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLbyte vShaderStr[] =
|
| - "attribute vec4 a_position; \n"
|
| - "attribute vec3 a_normal; \n"
|
| - "varying vec3 v_normal; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_Position = a_position; \n"
|
| - " v_normal = a_normal; \n"
|
| - "} \n";
|
| -
|
| - GLbyte fShaderStr[] =
|
| - "precision mediump float; \n"
|
| - "varying vec3 v_normal; \n"
|
| - "uniform samplerCube s_texture; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_FragColor = textureCube( s_texture, v_normal );\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->normalLoc = glGetAttribLocation ( userData->programObject, "a_normal" );
|
| -
|
| - // Get the sampler locations
|
| - userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
|
| -
|
| - // Load the texture
|
| - userData->textureId = CreateSimpleTextureCubemap ();
|
| -
|
| - // Generate the vertex data
|
| - userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userData->normals,
|
| - NULL, &userData->indices );
|
| -
|
| -
|
| - 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;
|
| -
|
| - // Set the viewport
|
| - glViewport ( 0, 0, esContext->width, esContext->height );
|
| -
|
| - // Clear the color buffer
|
| - glClear ( GL_COLOR_BUFFER_BIT );
|
| -
|
| -
|
| - glCullFace ( GL_BACK );
|
| - glEnable ( GL_CULL_FACE );
|
| -
|
| - // Use the program object
|
| - glUseProgram ( userData->programObject );
|
| -
|
| - // Load the vertex position
|
| - glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
|
| - GL_FALSE, 0, userData->vertices );
|
| - // Load the normal
|
| - glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT,
|
| - GL_FALSE, 0, userData->normals );
|
| -
|
| - glEnableVertexAttribArray ( userData->positionLoc );
|
| - glEnableVertexAttribArray ( userData->normalLoc );
|
| -
|
| - // Bind the texture
|
| - glActiveTexture ( GL_TEXTURE0 );
|
| - glBindTexture ( GL_TEXTURE_CUBE_MAP, userData->textureId );
|
| -
|
| - // Set the sampler texture unit to 0
|
| - glUniform1i ( userData->samplerLoc, 0 );
|
| -
|
| - glDrawElements ( GL_TRIANGLES, userData->numIndices,
|
| - GL_UNSIGNED_INT, userData->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 );
|
| -
|
| - free ( userData->vertices );
|
| - free ( userData->normals );
|
| -}
|
| -
|
| -
|
| -int main ( int argc, char *argv[] )
|
| -{
|
| - ESContext esContext;
|
| - UserData userData;
|
| -
|
| - esInitContext ( &esContext );
|
| - esContext.userData = &userData;
|
| -
|
| - esCreateWindow ( &esContext, "Simple Texture Cubemap", 320, 240, ES_WINDOW_RGB );
|
| -
|
| - if ( !Init ( &esContext ) )
|
| - return 0;
|
| -
|
| - esRegisterDrawFunc ( &esContext, Draw );
|
| -
|
| - esMainLoop ( &esContext );
|
| -
|
| - ShutDown ( &esContext );
|
| -}
|
|
|