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diff --git a/third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c b/third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c
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--- a/third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c
+++ /dev/null
@@ -1,229 +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
-//
-
-// TextureWrap.c
-//
-// This is an example that demonstrates the three texture
-// wrap modes available on 2D textures
-//
-#include <stdlib.h>
-#include "TextureWrap.h"
-
-///
-// Generate an RGB8 checkerboard image
-//
-static 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
-//
-static GLuint CreateTexture2D( )
-{
- // Texture object handle
- GLuint textureId;
- int width = 256,
- height = 256;
- GLubyte *pixels;
-
- pixels = GenCheckImage( width, height, 64 );
- 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 );
-
- // Set the filtering mode
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-
- return textureId;
-
-}
-
-
-///
-// Initialize the shader and program object
-//
-int twInit ( ESContext *esContext )
-{
- TWUserData *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";
-
- GLfloat vVertices[] = { -0.3f, 0.3f, 0.0f, 1.0f, // Position 0
- -1.0f, -1.0f, // TexCoord 0
- -0.3f, -0.3f, 0.0f, 1.0f, // Position 1
- -1.0f, 2.0f, // TexCoord 1
- 0.3f, -0.3f, 0.0f, 1.0f, // Position 2
- 2.0f, 2.0f, // TexCoord 2
- 0.3f, 0.3f, 0.0f, 1.0f, // Position 3
- 2.0f, -1.0f // TexCoord 3
- };
- GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
-
- // 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 = CreateTexture2D ();
-
- // Load vertex data
- glGenBuffers ( 2, userData->vboIds );
- glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] );
- glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices),
- vVertices, GL_STATIC_DRAW );
- glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] );
- glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof(indices),
- indices, GL_STATIC_DRAW );
-
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
- return TRUE;
-}
-
-///
-// Draw a triangle using the shader pair created in Init()
-//
-#define VTX_POS_SIZE 4
-#define VTX_TEX_SIZE 2
-#define VTX_STRIDE (6 * sizeof(GLfloat))
-void twDraw ( ESContext *esContext )
-{
- TWUserData *userData = esContext->userData;
- GLuint offset = 0;
-
- // 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, VTX_POS_SIZE, GL_FLOAT,
- GL_FALSE, VTX_STRIDE, (GLvoid*) offset );
- // Load the texture coordinate
- offset += VTX_POS_SIZE * sizeof(GLfloat);
- glVertexAttribPointer ( userData->texCoordLoc, VTX_TEX_SIZE, GL_FLOAT,
- GL_FALSE, VTX_STRIDE, (GLvoid*) offset );
-
- 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 repeat wrap mode
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glUniform1f ( userData->offsetLoc, -0.7f );
- glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 );
-
- // Draw quad with clamp to edge wrap mode
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glUniform1f ( userData->offsetLoc, 0.0f );
- glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 );
-
- // Draw quad with mirrored repeat
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
- glUniform1f ( userData->offsetLoc, 0.7f );
- glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 );
-}
-
-///
-// Cleanup
-//
-void twShutDown ( ESContext *esContext )
-{
- TWUserData *userData = esContext->userData;
-
- // Delete texture object
- glDeleteTextures ( 1, &userData->textureId );
-
- // Delete program object
- glDeleteProgram ( userData->programObject );
-
- // Delete vertex buffer objects
- glDeleteBuffers ( 2, userData->vboIds );
-}