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kc3-lang/angle/samples/multi_texture/MultiTexture.cpp

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • samples/multi_texture/MultiTexture.cpp
  • //
    // Copyright 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 MultiTexture.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 "tga_utils.h"
    #include "util/shader_utils.h"
    #include "util/system_utils.h"
    
    class MultiTextureSample : public SampleApplication
    {
      public:
        MultiTextureSample(int argc, char **argv) : SampleApplication("MultiTexture", argc, argv) {}
    
        GLuint loadTexture(const std::string &path)
        {
            TGAImage img;
            if (!LoadTGAImageFromFile(path, &img))
            {
                return 0;
            }
    
            return LoadTextureFromTGAImage(img);
        }
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(attribute vec4 a_position;
    attribute vec2 a_texCoord;
    varying vec2 v_texCoord;
    void main()
    {
        gl_Position = a_position;
        v_texCoord = a_texCoord;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texCoord;
    uniform sampler2D s_baseMap;
    uniform sampler2D s_lightMap;
    void main()
    {
        vec4 baseColor;
        vec4 lightColor;
    
        baseColor = texture2D(s_baseMap, v_texCoord);
        lightColor = texture2D(s_lightMap, v_texCoord);
        gl_FragColor = baseColor * (lightColor + 0.25);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
    
            // Get the sampler location
            mBaseMapLoc  = glGetUniformLocation(mProgram, "s_baseMap");
            mLightMapLoc = glGetUniformLocation(mProgram, "s_lightMap");
    
            // Load the textures
            std::stringstream baseStr;
            baseStr << angle::GetExecutableDirectory() << "/basemap.tga";
    
            std::stringstream lightStr;
            lightStr << angle::GetExecutableDirectory() << "/lightmap.tga";
    
            mBaseMapTexID  = loadTexture(baseStr.str());
            mLightMapTexID = loadTexture(lightStr.str());
            if (mBaseMapTexID == 0 || mLightMapTexID == 0)
            {
                return false;
            }
    
            return true;
        }
    
        void destroy() override
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mBaseMapTexID);
            glDeleteTextures(1, &mLightMapTexID);
        }
    
        void draw() override
        {
            GLfloat vertices[] = {
                -0.5f, 0.5f,  0.0f,  // Position 0
                0.0f,  0.0f,         // TexCoord 0
                -0.5f, -0.5f, 0.0f,  // Position 1
                0.0f,  1.0f,         // TexCoord 1
                0.5f,  -0.5f, 0.0f,  // Position 2
                1.0f,  1.0f,         // TexCoord 2
                0.5f,  0.5f,  0.0f,  // Position 3
                1.0f,  0.0f          // 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, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
            // Load the texture coordinate
            glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
                                  vertices + 3);
    
            glEnableVertexAttribArray(mPositionLoc);
            glEnableVertexAttribArray(mTexCoordLoc);
    
            // Bind the base map
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mBaseMapTexID);
    
            // Set the base map sampler to texture unit to 0
            glUniform1i(mBaseMapLoc, 0);
    
            // Bind the light map
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, mLightMapTexID);
    
            // Set the light map sampler to texture unit 1
            glUniform1i(mLightMapLoc, 1);
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler locations
        GLint mBaseMapLoc;
        GLint mLightMapLoc;
    
        // Texture handle
        GLuint mBaseMapTexID;
        GLuint mLightMapTexID;
    };
    
    int main(int argc, char **argv)
    {
        MultiTextureSample app(argc, argv);
        return app.run();
    }