| Index: third_party/gles_book_examples/Chapter_9/MipMap2D/MipMap2D.c
|
| ===================================================================
|
| --- third_party/gles_book_examples/Chapter_9/MipMap2D/MipMap2D.c (revision 35873)
|
| +++ third_party/gles_book_examples/Chapter_9/MipMap2D/MipMap2D.c (working copy)
|
| @@ -1,346 +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
|
| -//
|
| -
|
| -// MipMap2D.c
|
| -//
|
| -// This is a simple example that demonstrates generating a mipmap chain
|
| -// and rendering with it
|
| -//
|
| -#include <stdlib.h>
|
| -#include "esUtil.h"
|
| -
|
| -typedef struct
|
| -{
|
| - // Handle to a program object
|
| - GLuint programObject;
|
| -
|
| - // Attribute locations
|
| - GLint positionLoc;
|
| - GLint texCoordLoc;
|
| -
|
| - // Sampler location
|
| - GLint samplerLoc;
|
| -
|
| - // Offset location
|
| - GLint offsetLoc;
|
| -
|
| - // Texture handle
|
| - GLuint textureId;
|
| -
|
| -} UserData;
|
| -
|
| -
|
| -///
|
| -// From an RGB8 source image, generate the next level mipmap
|
| -//
|
| -GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
|
| -{
|
| - int x,
|
| - y;
|
| - int texelSize = 3;
|
| -
|
| - *dstWidth = srcWidth / 2;
|
| - if ( *dstWidth <= 0 )
|
| - *dstWidth = 1;
|
| -
|
| - *dstHeight = srcHeight / 2;
|
| - if ( *dstHeight <= 0 )
|
| - *dstHeight = 1;
|
| -
|
| - *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
|
| - if ( *dst == NULL )
|
| - return GL_FALSE;
|
| -
|
| - for ( y = 0; y < *dstHeight; y++ )
|
| - {
|
| - for( x = 0; x < *dstWidth; x++ )
|
| - {
|
| - int srcIndex[4];
|
| - float r = 0.0f,
|
| - g = 0.0f,
|
| - b = 0.0f;
|
| - int sample;
|
| -
|
| - // Compute the offsets for 2x2 grid of pixels in previous
|
| - // image to perform box filter
|
| - srcIndex[0] =
|
| - (((y * 2) * srcWidth) + (x * 2)) * texelSize;
|
| - srcIndex[1] =
|
| - (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize;
|
| - srcIndex[2] =
|
| - ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
|
| - srcIndex[3] =
|
| - ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
|
| -
|
| - // Sum all pixels
|
| - for ( sample = 0; sample < 4; sample++ )
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| - {
|
| - r += src[srcIndex[sample]];
|
| - g += src[srcIndex[sample] + 1];
|
| - b += src[srcIndex[sample] + 2];
|
| - }
|
| -
|
| - // Average results
|
| - r /= 4.0;
|
| - g /= 4.0;
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| - b /= 4.0;
|
| -
|
| - // Store resulting pixels
|
| - (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
|
| - (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
|
| - (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
|
| - }
|
| - }
|
| -
|
| - return GL_TRUE;
|
| -}
|
| -
|
| -///
|
| -// Generate an RGB8 checkerboard image
|
| -//
|
| -GLubyte* GenCheckImage( int width, int height, int checkSize )
|
| -{
|
| - int x,
|
| - y;
|
| - GLubyte *pixels = malloc( width * height * 3 );
|
| -
|
| - if ( pixels == NULL )
|
| - return NULL;
|
| -
|
| - for ( y = 0; y < height; y++ )
|
| - for ( x = 0; x < width; x++ )
|
| - {
|
| - GLubyte rColor = 0;
|
| - GLubyte bColor = 0;
|
| -
|
| - if ( ( x / checkSize ) % 2 == 0 )
|
| - {
|
| - rColor = 255 * ( ( y / checkSize ) % 2 );
|
| - bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
|
| - }
|
| - else
|
| - {
|
| - bColor = 255 * ( ( y / checkSize ) % 2 );
|
| - rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
|
| - }
|
| -
|
| - pixels[(y * height + x) * 3] = rColor;
|
| - pixels[(y * height + x) * 3 + 1] = 0;
|
| - pixels[(y * height + x) * 3 + 2] = bColor;
|
| - }
|
| -
|
| - return pixels;
|
| -}
|
| -
|
| -///
|
| -// Create a mipmapped 2D texture image
|
| -//
|
| -GLuint CreateMipMappedTexture2D( )
|
| -{
|
| - // Texture object handle
|
| - GLuint textureId;
|
| - int width = 256,
|
| - height = 256;
|
| - int level;
|
| - GLubyte *pixels;
|
| - GLubyte *prevImage;
|
| - GLubyte *newImage;
|
| -
|
| - pixels = GenCheckImage( width, height, 8 );
|
| - if ( pixels == NULL )
|
| - return 0;
|
| -
|
| - // Generate a texture object
|
| - glGenTextures ( 1, &textureId );
|
| -
|
| - // Bind the texture object
|
| - glBindTexture ( GL_TEXTURE_2D, textureId );
|
| -
|
| - // Load mipmap level 0
|
| - glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
|
| - 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
|
| -
|
| - level = 1;
|
| - prevImage = &pixels[0];
|
| -
|
| - while ( width > 1 && height > 1 )
|
| - {
|
| - int newWidth,
|
| - newHeight;
|
| -
|
| - // Generate the next mipmap level
|
| - GenMipMap2D( prevImage, &newImage, width, height,
|
| - &newWidth, &newHeight );
|
| -
|
| - // Load the mipmap level
|
| - glTexImage2D( GL_TEXTURE_2D, level, GL_RGB,
|
| - newWidth, newHeight, 0, GL_RGB,
|
| - GL_UNSIGNED_BYTE, newImage );
|
| -
|
| - // Free the previous image
|
| - free ( prevImage );
|
| -
|
| - // Set the previous image for the next iteration
|
| - prevImage = newImage;
|
| - level++;
|
| -
|
| - // Half the width and height
|
| - width = newWidth;
|
| - height = newHeight;
|
| - }
|
| -
|
| - free ( newImage );
|
| -
|
| - // Set the filtering mode
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
| -
|
| - return textureId;
|
| -
|
| -}
|
| -
|
| -
|
| -///
|
| -// Initialize the shader and program object
|
| -//
|
| -int Init ( ESContext *esContext )
|
| -{
|
| - UserData *userData = esContext->userData;
|
| - GLbyte vShaderStr[] =
|
| - "uniform float u_offset; \n"
|
| - "attribute vec4 a_position; \n"
|
| - "attribute vec2 a_texCoord; \n"
|
| - "varying vec2 v_texCoord; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_Position = a_position; \n"
|
| - " gl_Position.x += u_offset;\n"
|
| - " v_texCoord = a_texCoord; \n"
|
| - "} \n";
|
| -
|
| - GLbyte fShaderStr[] =
|
| - "precision mediump float; \n"
|
| - "varying vec2 v_texCoord; \n"
|
| - "uniform sampler2D s_texture; \n"
|
| - "void main() \n"
|
| - "{ \n"
|
| - " gl_FragColor = texture2D( s_texture, v_texCoord );\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->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
|
| -
|
| - // Get the offset location
|
| - userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
|
| -
|
| - // Load the texture
|
| - userData->textureId = CreateMipMappedTexture2D ();
|
| -
|
| - 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, 1.5f, // Position 0
|
| - 0.0f, 0.0f, // TexCoord 0
|
| - -0.5f, -0.5f, 0.0f, 0.75f, // Position 1
|
| - 0.0f, 1.0f, // TexCoord 1
|
| - 0.5f, -0.5f, 0.0f, 0.75f, // Position 2
|
| - 1.0f, 1.0f, // TexCoord 2
|
| - 0.5f, 0.5f, 0.0f, 1.5f, // 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, 4, GL_FLOAT,
|
| - GL_FALSE, 6 * sizeof(GLfloat), vVertices );
|
| - // Load the texture coordinate
|
| - glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
|
| - GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
|
| -
|
| - glEnableVertexAttribArray ( userData->positionLoc );
|
| - glEnableVertexAttribArray ( userData->texCoordLoc );
|
| -
|
| - // Bind the texture
|
| - glActiveTexture ( GL_TEXTURE0 );
|
| - glBindTexture ( GL_TEXTURE_2D, userData->textureId );
|
| -
|
| - // Set the sampler texture unit to 0
|
| - glUniform1i ( userData->samplerLoc, 0 );
|
| -
|
| - // Draw quad with nearest sampling
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
| - glUniform1f ( userData->offsetLoc, -0.6f );
|
| - glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
|
| -
|
| - // Draw quad with trilinear filtering
|
| - glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
| - glUniform1f ( userData->offsetLoc, 0.6f );
|
| - 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, "MipMap 2D", 320, 240, ES_WINDOW_RGB );
|
| -
|
| - if ( !Init ( &esContext ) )
|
| - return 0;
|
| -
|
| - esRegisterDrawFunc ( &esContext, Draw );
|
| -
|
| - esMainLoop ( &esContext );
|
| -
|
| - ShutDown ( &esContext );
|
| -}
|
|
|