| Index: gpu/demos/compressed_textures/compressed_textures.cc
|
| diff --git a/gpu/demos/compressed_textures/compressed_textures.cc b/gpu/demos/compressed_textures/compressed_textures.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..a970718ba2258f36a9b864938c43133fa2498c3f
|
| --- /dev/null
|
| +++ b/gpu/demos/compressed_textures/compressed_textures.cc
|
| @@ -0,0 +1,433 @@
|
| +// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +#include <GLES2/gl2.h>
|
| +#include <GLES2/gl2ext.h>
|
| +#include <math.h>
|
| +#include <stdio.h>
|
| +#include <string>
|
| +
|
| +// Some tests for compressed textures.
|
| +#include "gpu/demos/framework/demo_factory.h"
|
| +#include "gpu/demos/gles2_book/example.h"
|
| +
|
| +namespace gpu {
|
| +namespace demos {
|
| +
|
| +namespace {
|
| +
|
| +int g_frameCount = 0;
|
| +int g_textureIndex = 0;
|
| +int g_numTextures = 1;
|
| +GLuint g_textures[5];
|
| +int g_textureLoc = -1;
|
| +GLuint g_programObject = 0;
|
| +GLuint g_worldMatrixLoc = 0;
|
| +GLuint g_vbo = 0;
|
| +GLsizei g_texCoordOffset = 0;
|
| +int g_angle = 0;
|
| +
|
| +void CheckGLError(const char* func_name, int line_no) {
|
| +#ifndef NDEBUG
|
| + GLenum error = GL_NO_ERROR;
|
| + while ((error = glGetError()) != GL_NO_ERROR) {
|
| + fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n",
|
| + func_name, line_no, error);
|
| + }
|
| +#endif
|
| +}
|
| +
|
| +GLuint LoadShader(GLenum type, const char* shaderSrc) {
|
| + CheckGLError("LoadShader", __LINE__);
|
| + GLuint shader = glCreateShader(type);
|
| + if (shader == 0) {
|
| + return 0;
|
| + }
|
| + // Load the shader source
|
| + glShaderSource(shader, 1, &shaderSrc, NULL);
|
| + // Compile the shader
|
| + glCompileShader(shader);
|
| + // Check the compile status
|
| + GLint value = 0;
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
|
| + if (value == 0) {
|
| + char buffer[1024];
|
| + GLsizei length = 0;
|
| + glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer);
|
| + std::string log(buffer, length);
|
| + fprintf(stderr, "Error compiling shader: %s\n", log.c_str());
|
| + glDeleteShader(shader);
|
| + return 0;
|
| + }
|
| + return shader;
|
| +}
|
| +
|
| +void InitShaders() {
|
| + static const char* vShaderStr =
|
| + "uniform mat4 worldMatrix;\n"
|
| + "attribute vec3 g_Position;\n"
|
| + "attribute vec2 g_TexCoord0;\n"
|
| + "varying vec2 texCoord;\n"
|
| + "void main()\n"
|
| + "{\n"
|
| + " gl_Position = worldMatrix *\n"
|
| + " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
|
| + " texCoord = g_TexCoord0;\n"
|
| + "}\n";
|
| + static const char* fShaderStr =
|
| + "precision mediump float;"
|
| + "uniform sampler2D tex;\n"
|
| + "varying vec2 texCoord;\n"
|
| + "void main()\n"
|
| + "{\n"
|
| + " gl_FragColor = texture2D(tex, texCoord);\n"
|
| + "}\n";
|
| +
|
| + CheckGLError("InitShaders", __LINE__);
|
| + GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr);
|
| + GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr);
|
| + // Create the program object
|
| + GLuint programObject = glCreateProgram();
|
| + if (programObject == 0) {
|
| + fprintf(stderr, "Creating program failed\n");
|
| + return;
|
| + }
|
| + glAttachShader(programObject, vertexShader);
|
| + glAttachShader(programObject, fragmentShader);
|
| + // Bind g_Position to attribute 0
|
| + // Bind g_TexCoord0 to attribute 1
|
| + glBindAttribLocation(programObject, 0, "g_Position");
|
| + glBindAttribLocation(programObject, 1, "g_TexCoord0");
|
| + // Link the program
|
| + glLinkProgram(programObject);
|
| + // Check the link status
|
| + GLint linked = 0;
|
| + glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
|
| + if (linked == 0) {
|
| + char buffer[1024];
|
| + GLsizei length = 0;
|
| + glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer);
|
| + std::string log(buffer, length);
|
| + fprintf(stderr, "Error linking program: %s\n", log.c_str());
|
| + glDeleteProgram(programObject);
|
| + return;
|
| + }
|
| + g_programObject = programObject;
|
| + g_worldMatrixLoc = glGetUniformLocation(g_programObject, "worldMatrix");
|
| + g_textureLoc = glGetUniformLocation(g_programObject, "tex");
|
| + glGenBuffers(1, &g_vbo);
|
| + glBindBuffer(GL_ARRAY_BUFFER, g_vbo);
|
| + static float vertices[] = {
|
| + 0.25, 0.75, 0.0,
|
| + -0.75, 0.75, 0.0,
|
| + -0.75, -0.25, 0.0,
|
| + 0.25, 0.75, 0.0,
|
| + -0.75, -0.25, 0.0,
|
| + 0.25, -0.25, 0.0,
|
| + };
|
| + static float texCoords[] = {
|
| + 1.0, 1.0,
|
| + 0.0, 1.0,
|
| + 0.0, 0.0,
|
| + 1.0, 1.0,
|
| + 0.0, 0.0,
|
| + 1.0, 0.0,
|
| + };
|
| + g_texCoordOffset = sizeof(vertices);
|
| + glBufferData(GL_ARRAY_BUFFER,
|
| + sizeof(vertices) + sizeof(texCoords),
|
| + NULL,
|
| + GL_STATIC_DRAW);
|
| + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
| + glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset,
|
| + sizeof(texCoords), texCoords);
|
| + CheckGLError("InitShaders", __LINE__);
|
| +}
|
| +
|
| +GLuint CreateCheckerboardTexture() {
|
| + CheckGLError("CreateCheckerboardTexture", __LINE__);
|
| + static unsigned char pixels[] = {
|
| + 255, 255, 255,
|
| + 0, 0, 0,
|
| + 0, 0, 0,
|
| + 255, 255, 255,
|
| + };
|
| + GLuint texture;
|
| + glGenTextures(1, &texture);
|
| + glBindTexture(GL_TEXTURE_2D, texture);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| + glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
| + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
|
| + pixels);
|
| + CheckGLError("CreateCheckerboardTexture", __LINE__);
|
| + return texture;
|
| +}
|
| +
|
| +GLuint CreateCompressedTexture(
|
| + const void* data,
|
| + GLsizeiptr size,
|
| + GLenum format,
|
| + GLint width,
|
| + GLint height) {
|
| + GLuint texture;
|
| + glGenTextures(1, &texture);
|
| + glBindTexture(GL_TEXTURE_2D, texture);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| + glCompressedTexImage2D(
|
| + GL_TEXTURE_2D, 0, format, width, height, 0, size, data);
|
| + CheckGLError("CreateCompressedTxture", __LINE__);
|
| + return texture;
|
| +}
|
| +
|
| +GLuint LoadDXT1RGBTexture() {
|
| + static unsigned char data[] = {
|
| + 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5,
|
| + 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d,
|
| + 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15,
|
| + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56,
|
| + 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55,
|
| + 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54,
|
| + 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5,
|
| + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16,
|
| + 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03,
|
| + 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff,
|
| + 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55,
|
| + 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00,
|
| + 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55,
|
| + 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT1RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff,
|
| + 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff,
|
| + 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03,
|
| + 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
|
| + 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff,
|
| + 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00,
|
| + 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
|
| + 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00,
|
| + 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT3RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff,
|
| + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00,
|
| + 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54,
|
| + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
|
| + 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40,
|
| + 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94,
|
| + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff,
|
| + 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT5RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb,
|
| + 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0,
|
| + 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb,
|
| + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78,
|
| + 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff,
|
| + 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb,
|
| + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
|
| + 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24,
|
| + 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78,
|
| + 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff,
|
| + 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b,
|
| + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
|
| + 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24,
|
| + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78,
|
| + 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24,
|
| + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00,
|
| + 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16);
|
| +}
|
| +
|
| +} // anonymous namespace.
|
| +
|
| +static int stInit(ESContext *esContext) {
|
| + CheckGLError("GLFromCPPInit", __LINE__);
|
| + g_textures[0] = CreateCheckerboardTexture();
|
| + glClearColor(0.f, 0.f, .7f, 1.f);
|
| + const char* extensions =
|
| + reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
|
| + if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) {
|
| + g_textures[g_numTextures++] = LoadDXT1RGBTexture();
|
| + g_textures[g_numTextures++] = LoadDXT1RGBATexture();
|
| + }
|
| + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) {
|
| + g_textures[g_numTextures++] = LoadDXT3RGBATexture();
|
| + }
|
| + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) {
|
| + g_textures[g_numTextures++] = LoadDXT5RGBATexture();
|
| + }
|
| + InitShaders();
|
| + CheckGLError("GLFromCPPInit", __LINE__);
|
| + return 1;
|
| +}
|
| +
|
| +static void stDraw (ESContext *esContext) {
|
| + const float kPi = 3.1415926535897932384626433832795f;
|
| +
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + // TODO(kbr): base the angle on time rather than on ticks
|
| + g_angle = (g_angle + 1) % 360;
|
| + // Rotate about the Z axis
|
| + GLfloat rot_matrix[16];
|
| + GLfloat cos_angle = cosf(static_cast<GLfloat>(g_angle) * kPi / 180.0f);
|
| + GLfloat sin_angle = sinf(static_cast<GLfloat>(g_angle) * kPi / 180.0f);
|
| + // OpenGL matrices are column-major
|
| + rot_matrix[0] = cos_angle;
|
| + rot_matrix[1] = sin_angle;
|
| + rot_matrix[2] = 0.0f;
|
| + rot_matrix[3] = 0.0f;
|
| +
|
| + rot_matrix[4] = -sin_angle;
|
| + rot_matrix[5] = cos_angle;
|
| + rot_matrix[6] = 0.0f;
|
| + rot_matrix[7] = 0.0f;
|
| +
|
| + rot_matrix[8] = 0.0f;
|
| + rot_matrix[9] = 0.0f;
|
| + rot_matrix[10] = 1.0f;
|
| + rot_matrix[11] = 0.0f;
|
| +
|
| + rot_matrix[12] = 0.0f;
|
| + rot_matrix[13] = 0.0f;
|
| + rot_matrix[14] = 0.0f;
|
| + rot_matrix[15] = 1.0f;
|
| +
|
| + g_frameCount++;
|
| + if (g_frameCount > 60)
|
| + {
|
| + g_frameCount = 0;
|
| + g_textureIndex = (g_textureIndex + 1) % g_numTextures;
|
| + }
|
| +
|
| + // Note: the viewport is automatically set up to cover the entire Canvas.
|
| + // Clear the color buffer
|
| + glClear(GL_COLOR_BUFFER_BIT);
|
| + glEnable(GL_BLEND);
|
| + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + // Use the program object
|
| + glUseProgram(g_programObject);
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + // Set up the model matrix
|
| + glUniformMatrix4fv(g_worldMatrixLoc, 1, GL_FALSE, rot_matrix);
|
| +
|
| + // Load the vertex data
|
| + glBindBuffer(GL_ARRAY_BUFFER, g_vbo);
|
| + glEnableVertexAttribArray(0);
|
| + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
| + glEnableVertexAttribArray(1);
|
| + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
|
| + reinterpret_cast<const void*>(g_texCoordOffset));
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + // Bind the texture to texture unit 0
|
| + glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]);
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + // Point the uniform sampler to texture unit 0
|
| + glUniform1i(g_textureLoc, 0);
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + glDrawArrays(GL_TRIANGLES, 0, 6);
|
| + CheckGLError("GLFromCPPDraw", __LINE__);
|
| + glFlush();
|
| +}
|
| +
|
| +static void stShutDown (ESContext *esContext) {
|
| +}
|
| +
|
| +struct STUserData {
|
| + int dummy;
|
| +};
|
| +
|
| +class CompressedTextureTest : public gles2_book::Example<STUserData> {
|
| + public:
|
| + CompressedTextureTest() {
|
| + RegisterCallbacks(stInit, NULL, stDraw, stShutDown);
|
| + }
|
| +
|
| + const wchar_t* Title() const {
|
| + return L"Compressed Texture Test";
|
| + }
|
| +
|
| + bool IsAnimated() {
|
| + return true;
|
| + }
|
| +};
|
| +
|
| +Demo* CreateDemo() {
|
| + return new CompressedTextureTest();
|
| +}
|
| +
|
| +} // namespace demos
|
| +} // namespace gpu
|
| +
|
| +
|
|
|