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, |
- // Face 5 - Purple |
- 255, 0, 255, |
- // 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 ); |
-} |