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Diffstat (limited to 'third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c')
-rw-r--r-- | third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c | 229 |
1 files changed, 0 insertions, 229 deletions
diff --git a/third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c b/third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c deleted file mode 100644 index 52982833bd..0000000000 --- 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 ); -} |