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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
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--- a/third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c
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-//
-// 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 );
-}