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| 1 // | 1 // |
| 2 // Book: OpenGL(R) ES 2.0 Programming Guide | 2 // Book: OpenGL(R) ES 2.0 Programming Guide |
| 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| 4 // ISBN-10: 0321502795 | 4 // ISBN-10: 0321502795 |
| 5 // ISBN-13: 9780321502797 | 5 // ISBN-13: 9780321502797 |
| 6 // Publisher: Addison-Wesley Professional | 6 // Publisher: Addison-Wesley Professional |
| 7 // URLs: http://safari.informit.com/9780321563835 | 7 // URLs: http://safari.informit.com/9780321563835 |
| 8 // http://www.opengles-book.com | 8 // http://www.opengles-book.com |
| 9 // | 9 // |
| 10 | 10 |
| 11 // Simple_Texture2D.c | 11 // Simple_Texture2D.c |
| 12 // | 12 // |
| 13 // This is a simple example that draws a quad with a 2D | 13 // This is a simple example that draws a quad with a 2D |
| 14 // texture image. The purpose of this example is to demonstrate | 14 // texture image. The purpose of this example is to demonstrate |
| 15 // the basics of 2D texturing | 15 // the basics of 2D texturing |
| 16 // | 16 // |
| 17 #include <stdlib.h> | 17 #include <stdlib.h> |
| 18 #include "esUtil.h" | 18 #include "Simple_Texture2D.h" |
| 19 | |
| 20 typedef struct | |
| 21 { | |
| 22 // Handle to a program object | |
| 23 GLuint programObject; | |
| 24 | |
| 25 // Attribute locations | |
| 26 GLint positionLoc; | |
| 27 GLint texCoordLoc; | |
| 28 | |
| 29 // Sampler location | |
| 30 GLint samplerLoc; | |
| 31 | |
| 32 // Texture handle | |
| 33 GLuint textureId; | |
| 34 | |
| 35 } UserData; | |
| 36 | 19 |
| 37 /// | 20 /// |
| 38 // Create a simple 2x2 texture image with four different colors | 21 // Create a simple 2x2 texture image with four different colors |
| 39 // | 22 // |
| 40 GLuint CreateSimpleTexture2D( ) | 23 static GLuint CreateSimpleTexture2D( ) |
| 41 { | 24 { |
| 42 // Texture object handle | 25 // Texture object handle |
| 43 GLuint textureId; | 26 GLuint textureId; |
| 44 | 27 |
| 45 // 2x2 Image, 3 bytes per pixel (R, G, B) | 28 // 2x2 Image, 3 bytes per pixel (R, G, B) |
| 46 GLubyte pixels[4 * 3] = | 29 GLubyte pixels[4 * 3] = |
| 47 { | 30 { |
| 48 255, 0, 0, // Red | 31 255, 0, 0, // Red |
| 49 0, 255, 0, // Green | 32 0, 255, 0, // Green |
| 50 0, 0, 255, // Blue | 33 0, 0, 255, // Blue |
| (...skipping 17 matching lines...) Expand all Loading... |
| 68 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); | 51 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
| 69 | 52 |
| 70 return textureId; | 53 return textureId; |
| 71 | 54 |
| 72 } | 55 } |
| 73 | 56 |
| 74 | 57 |
| 75 /// | 58 /// |
| 76 // Initialize the shader and program object | 59 // Initialize the shader and program object |
| 77 // | 60 // |
| 78 int Init ( ESContext *esContext ) | 61 int stInit ( ESContext *esContext ) |
| 79 { | 62 { |
| 80 UserData *userData = esContext->userData; | 63 STUserData *userData = esContext->userData; |
| 81 GLbyte vShaderStr[] = | 64 GLbyte vShaderStr[] = |
| 82 "attribute vec4 a_position; \n" | 65 "attribute vec4 a_position; \n" |
| 83 "attribute vec2 a_texCoord; \n" | 66 "attribute vec2 a_texCoord; \n" |
| 84 "varying vec2 v_texCoord; \n" | 67 "varying vec2 v_texCoord; \n" |
| 85 "void main() \n" | 68 "void main() \n" |
| 86 "{ \n" | 69 "{ \n" |
| 87 " gl_Position = a_position; \n" | 70 " gl_Position = a_position; \n" |
| 88 " v_texCoord = a_texCoord; \n" | 71 " v_texCoord = a_texCoord; \n" |
| 89 "} \n"; | 72 "} \n"; |
| 90 | 73 |
| 91 GLbyte fShaderStr[] = | 74 GLbyte fShaderStr[] = |
| 92 "precision mediump float; \n" | 75 "precision mediump float; \n" |
| 93 "varying vec2 v_texCoord; \n" | 76 "varying vec2 v_texCoord; \n" |
| 94 "uniform sampler2D s_texture; \n" | 77 "uniform sampler2D s_texture; \n" |
| 95 "void main() \n" | 78 "void main() \n" |
| 96 "{ \n" | 79 "{ \n" |
| 97 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" | 80 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" |
| 98 "} \n"; | 81 "} \n"; |
| 99 | 82 |
| 83 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 |
| 84 0.0f, 0.0f, // TexCoord 0 |
| 85 -0.5f, -0.5f, 0.0f, // Position 1 |
| 86 0.0f, 1.0f, // TexCoord 1 |
| 87 0.5f, -0.5f, 0.0f, // Position 2 |
| 88 1.0f, 1.0f, // TexCoord 2 |
| 89 0.5f, 0.5f, 0.0f, // Position 3 |
| 90 1.0f, 0.0f // TexCoord 3 |
| 91 }; |
| 92 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; |
| 93 |
| 100 // Load the shaders and get a linked program object | 94 // Load the shaders and get a linked program object |
| 101 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | 95 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| 102 | 96 |
| 103 // Get the attribute locations | 97 // Get the attribute locations |
| 104 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | 98 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); |
| 105 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | 99 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); |
| 106 | 100 |
| 107 // Get the sampler location | 101 // Get the sampler location |
| 108 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | 102 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); |
| 109 | 103 |
| 110 // Load the texture | 104 // Load the texture |
| 111 userData->textureId = CreateSimpleTexture2D (); | 105 userData->textureId = CreateSimpleTexture2D (); |
| 112 | 106 |
| 107 // Load vertex data |
| 108 glGenBuffers ( 2, userData->vboIds ); |
| 109 glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); |
| 110 glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices), |
| 111 vVertices, GL_STATIC_DRAW); |
| 112 glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] ); |
| 113 glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), |
| 114 indices, GL_STATIC_DRAW ); |
| 115 |
| 113 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | 116 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
| 114 return TRUE; | 117 return TRUE; |
| 115 } | 118 } |
| 116 | 119 |
| 117 /// | 120 /// |
| 118 // Draw a triangle using the shader pair created in Init() | 121 // Draw a triangle using the shader pair created in Init() |
| 119 // | 122 // |
| 120 void Draw ( ESContext *esContext ) | 123 #define VTX_POS_SIZE 3 |
| 124 #define VTX_TEX_SIZE 2 |
| 125 #define VTX_STRIDE (5 * sizeof(GLfloat)) |
| 126 void stDraw ( ESContext *esContext ) |
| 121 { | 127 { |
| 122 UserData *userData = esContext->userData; | 128 STUserData *userData = esContext->userData; |
| 123 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 | 129 GLuint offset = 0; |
| 124 0.0f, 0.0f, // TexCoord 0 | |
| 125 -0.5f, -0.5f, 0.0f, // Position 1 | |
| 126 0.0f, 1.0f, // TexCoord 1 | |
| 127 0.5f, -0.5f, 0.0f, // Position 2 | |
| 128 1.0f, 1.0f, // TexCoord 2 | |
| 129 0.5f, 0.5f, 0.0f, // Position 3 | |
| 130 1.0f, 0.0f // TexCoord 3 | |
| 131 }; | |
| 132 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; | |
| 133 | 130 |
| 134 // Set the viewport | 131 // Set the viewport |
| 135 glViewport ( 0, 0, esContext->width, esContext->height ); | 132 glViewport ( 0, 0, esContext->width, esContext->height ); |
| 136 | 133 |
| 137 // Clear the color buffer | 134 // Clear the color buffer |
| 138 glClear ( GL_COLOR_BUFFER_BIT ); | 135 glClear ( GL_COLOR_BUFFER_BIT ); |
| 139 | 136 |
| 140 // Use the program object | 137 // Use the program object |
| 141 glUseProgram ( userData->programObject ); | 138 glUseProgram ( userData->programObject ); |
| 142 | 139 |
| 143 // Load the vertex position | 140 // Load the vertex position |
| 144 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, | 141 glVertexAttribPointer ( userData->positionLoc, VTX_POS_SIZE, GL_FLOAT, |
| 145 GL_FALSE, 5 * sizeof(GLfloat), vVertices ); | 142 GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
| 146 // Load the texture coordinate | 143 // Load the texture coordinate |
| 147 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | 144 offset += VTX_POS_SIZE * sizeof(GLfloat); |
| 148 GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); | 145 glVertexAttribPointer ( userData->texCoordLoc, VTX_TEX_SIZE, GL_FLOAT, |
| 146 GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
| 149 | 147 |
| 150 glEnableVertexAttribArray ( userData->positionLoc ); | 148 glEnableVertexAttribArray ( userData->positionLoc ); |
| 151 glEnableVertexAttribArray ( userData->texCoordLoc ); | 149 glEnableVertexAttribArray ( userData->texCoordLoc ); |
| 152 | 150 |
| 153 // Bind the texture | 151 // Bind the texture |
| 154 glActiveTexture ( GL_TEXTURE0 ); | 152 glActiveTexture ( GL_TEXTURE0 ); |
| 155 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | 153 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); |
| 156 | 154 |
| 157 // Set the sampler texture unit to 0 | 155 // Set the sampler texture unit to 0 |
| 158 glUniform1i ( userData->samplerLoc, 0 ); | 156 glUniform1i ( userData->samplerLoc, 0 ); |
| 159 | 157 |
| 160 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | 158 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 ); |
| 161 | |
| 162 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
| 163 } | 159 } |
| 164 | 160 |
| 165 /// | 161 /// |
| 166 // Cleanup | 162 // Cleanup |
| 167 // | 163 // |
| 168 void ShutDown ( ESContext *esContext ) | 164 void stShutDown ( ESContext *esContext ) |
| 169 { | 165 { |
| 170 UserData *userData = esContext->userData; | 166 STUserData *userData = esContext->userData; |
| 171 | 167 |
| 172 // Delete texture object | 168 // Delete texture object |
| 173 glDeleteTextures ( 1, &userData->textureId ); | 169 glDeleteTextures ( 1, &userData->textureId ); |
| 174 | 170 |
| 171 // Delete VBOs |
| 172 glDeleteBuffers ( 2, userData->vboIds ); |
| 173 |
| 175 // Delete program object | 174 // Delete program object |
| 176 glDeleteProgram ( userData->programObject ); | 175 glDeleteProgram ( userData->programObject ); |
| 177 } | 176 } |
| 178 | |
| 179 | |
| 180 int main ( int argc, char *argv[] ) | |
| 181 { | |
| 182 ESContext esContext; | |
| 183 UserData userData; | |
| 184 | |
| 185 esInitContext ( &esContext ); | |
| 186 esContext.userData = &userData; | |
| 187 | |
| 188 esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB ); | |
| 189 | |
| 190 if ( !Init ( &esContext ) ) | |
| 191 return 0; | |
| 192 | |
| 193 esRegisterDrawFunc ( &esContext, Draw ); | |
| 194 | |
| 195 esMainLoop ( &esContext ); | |
| 196 | |
| 197 ShutDown ( &esContext ); | |
| 198 } | |
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