Index: third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c |
diff --git a/third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c b/third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c |
deleted file mode 100644 |
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--- a/third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c |
+++ /dev/null |
@@ -1,203 +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 "Simple_TextureCubemap.h" |
- |
-/// |
-// Create a simple cubemap with a 1x1 face with a different |
-// color for each face |
-static 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 stcInit ( ESContext *esContext ) |
-{ |
- STCUserData *userData = esContext->userData; |
- int numSlices = 20; |
- int numVertices = ( (numSlices / 2) + 1 ) * ( numSlices + 1 ); |
- GLfloat *vertices = NULL; |
- GLfloat *normals = NULL; |
- GLushort *indices = NULL; |
- 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 ( numSlices, 0.75f, &vertices, &normals, |
- NULL, &indices ); |
- glGenBuffers( 3, userData->vboIds ); |
- // Load vertex positions |
- glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); |
- glBufferData ( GL_ARRAY_BUFFER, 3 * numVertices * sizeof(GLfloat), |
- vertices, GL_STATIC_DRAW ); |
- // Load vertex normals |
- glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[1] ); |
- glBufferData ( GL_ARRAY_BUFFER, 3 * numVertices * sizeof(GLfloat), |
- normals, GL_STATIC_DRAW ); |
- // Load vertex indices |
- glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[2] ); |
- glBufferData ( GL_ELEMENT_ARRAY_BUFFER, userData->numIndices * sizeof(GLushort), |
- indices, GL_STATIC_DRAW ); |
- if ( vertices != NULL ) free ( vertices ); |
- if ( normals != NULL ) free ( normals ); |
- if ( indices != NULL ) free ( indices ); |
- |
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
- return TRUE; |
-} |
- |
-/// |
-// Draw a triangle using the shader pair created in Init() |
-// |
-void stcDraw ( ESContext *esContext ) |
-{ |
- STCUserData *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, 0 ); |
- // Load the normal |
- glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT, |
- GL_FALSE, 0, 0 ); |
- |
- 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_SHORT, 0 ); |
-} |
- |
-/// |
-// Cleanup |
-// |
-void stcShutDown ( ESContext *esContext ) |
-{ |
- STCUserData *userData = esContext->userData; |
- |
- // Delete texture object |
- glDeleteTextures ( 1, &userData->textureId ); |
- |
- // Delete program object |
- glDeleteProgram ( userData->programObject ); |
- |
- // Delete vertex buffer objects |
- glDeleteBuffers ( 3, userData->vboIds ); |
-} |