Hash :
a20af6d7
Author :
Date :
2017-09-18T13:32:29
Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Based on TextureWrap.c from
// 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
#include "SampleApplication.h"
#include "shader_utils.h"
#include "texture_utils.h"
class TextureWrapSample : public SampleApplication
{
public:
TextureWrapSample()
: SampleApplication("TextureWrap", 1280, 720)
{
}
virtual bool initialize()
{
const std::string vs =
R"(uniform float u_offset;
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
gl_Position.x += u_offset;
v_texCoord = a_texCoord;
})";
const std::string fs =
R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
})";
mProgram = CompileProgram(vs, fs);
if (!mProgram)
{
return false;
}
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
// Get the sampler location
mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
// Get the offset location
mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
// Load the texture
mTexture = CreateMipMappedTexture2D();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return true;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
}
virtual void draw()
{
GLfloat vertices[] =
{
-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 };
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);
glEnableVertexAttribArray(mPositionLoc);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices + 4);
glEnableVertexAttribArray(mTexCoordLoc);
// Set the sampler texture unit to 0
glUniform1i(mSamplerLoc, 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(mOffsetLoc, -0.7f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
// 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(mOffsetLoc, 0.0f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
// 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(mOffsetLoc, 0.7f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
private:
// Handle to a program object
GLuint mProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler location
GLint mSamplerLoc;
// Offset location
GLint mOffsetLoc;
// Texture handle
GLuint mTexture;
};
int main(int argc, char **argv)
{
TextureWrapSample app;
return app.run();
}