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kc3-lang/angle/samples/gles2_book/MipMap2D/MipMap2D.c

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  • Author : alokp@chromium.org
    Date : 2010-04-07 19:57:20
    Hash : 0270ef14
    Message : Changed the default character set to be UNICODE, the same as chromium. Changes to fix compile errors and warnings. Review URL: http://codereview.appspot.com/816046 git-svn-id: https://angleproject.googlecode.com/svn/trunk@103 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • samples/gles2_book/MipMap2D/MipMap2D.c
  • //
    // 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
    //
    
    // MipMap2D.c
    //
    //    This is a simple example that demonstrates generating a mipmap chain
    //    and rendering with it
    //
    #include <stdlib.h>
    #include "esUtil.h"
    
    typedef struct
    {
       // Handle to a program object
       GLuint programObject;
    
       // Attribute locations
       GLint  positionLoc;
       GLint  texCoordLoc;
    
       // Sampler location
       GLint samplerLoc;
    
       // Offset location
       GLint offsetLoc;
    
       // Texture handle
       GLuint textureId;
    
    } UserData;
    
    
    ///
    //  From an RGB8 source image, generate the next level mipmap
    //
    GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
    {
       int x,
           y;
       int texelSize = 3;
    
       *dstWidth = srcWidth / 2;
       if ( *dstWidth <= 0 )
          *dstWidth = 1;
    
       *dstHeight = srcHeight / 2;
       if ( *dstHeight <= 0 )
          *dstHeight = 1;
    
       *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
       if ( *dst == NULL )
          return GL_FALSE;
    
       for ( y = 0; y < *dstHeight; y++ )
       {
          for( x = 0; x < *dstWidth; x++ )
          {
             int srcIndex[4];
             float r = 0.0f,
                   g = 0.0f,
                   b = 0.0f;
             int sample;
    
             // Compute the offsets for 2x2 grid of pixels in previous
             // image to perform box filter
             srcIndex[0] = 
                (((y * 2) * srcWidth) + (x * 2)) * texelSize;
             srcIndex[1] = 
                (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize; 
             srcIndex[2] = 
                ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
             srcIndex[3] = 
                ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
    
             // Sum all pixels
             for ( sample = 0; sample < 4; sample++ )
             {
                r += src[srcIndex[sample]];
                g += src[srcIndex[sample] + 1];
                b += src[srcIndex[sample] + 2];
             }
    
             // Average results
             r /= 4.0;
             g /= 4.0;
             b /= 4.0;
    
             // Store resulting pixels
             (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
             (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
             (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
          }
       }
    
       return GL_TRUE;
    }
    
    ///
    //  Generate an RGB8 checkerboard image
    //
    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 
    //
    GLuint CreateMipMappedTexture2D( )
    {
       // Texture object handle
       GLuint textureId;
       int    width = 256,
              height = 256;
       int    level;
       GLubyte *pixels;
       GLubyte *prevImage;
       GLubyte *newImage;
          
       pixels = GenCheckImage( width, height, 8 );
       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 );
       
       level = 1;
       prevImage = &pixels[0];
       
       while ( width > 1 && height > 1 )
       {
          int newWidth,
              newHeight;
    
          // Generate the next mipmap level
          GenMipMap2D( prevImage, &newImage, width, height, 
                       &newWidth, &newHeight );
    
          // Load the mipmap level
          glTexImage2D( GL_TEXTURE_2D, level, GL_RGB, 
                        newWidth, newHeight, 0, GL_RGB,
                        GL_UNSIGNED_BYTE, newImage );
    
          // Free the previous image
          free ( prevImage );
    
          // Set the previous image for the next iteration
          prevImage = newImage;
          level++;
    
          // Half the width and height
          width = newWidth;
          height = newHeight;
       }
    
       free ( newImage );
    
       // Set the filtering mode
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    
       return textureId;
    
    }
    
    
    ///
    // Initialize the shader and program object
    //
    int Init ( ESContext *esContext )
    {
       UserData *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";
    
       // 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 = CreateMipMappedTexture2D ();
    
       glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
       return TRUE;
    }
    
    ///
    // Draw a triangle using the shader pair created in Init()
    //
    void Draw ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
       GLfloat vVertices[] = { -0.5f,  0.5f, 0.0f, 1.5f,  // Position 0
                                0.0f,  0.0f,              // TexCoord 0 
                               -0.5f, -0.5f, 0.0f, 0.75f, // Position 1
                                0.0f,  1.0f,              // TexCoord 1
                                0.5f, -0.5f, 0.0f, 0.75f, // Position 2
                                1.0f,  1.0f,              // TexCoord 2
                                0.5f,  0.5f, 0.0f, 1.5f,  // Position 3
                                1.0f,  0.0f               // TexCoord 3
                             };
       GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
          
       // 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, 4, GL_FLOAT, 
                               GL_FALSE, 6 * sizeof(GLfloat), vVertices );
       // Load the texture coordinate
       glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
                               GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
    
       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 nearest sampling
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
       glUniform1f ( userData->offsetLoc, -0.6f );   
       glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
    
       // Draw quad with trilinear filtering
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
       glUniform1f ( userData->offsetLoc, 0.6f );
       glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
    
       eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
    }
    
    ///
    // Cleanup
    //
    void ShutDown ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
    
       // Delete texture object
       glDeleteTextures ( 1, &userData->textureId );
    
       // Delete program object
       glDeleteProgram ( userData->programObject );
    }
    
    
    int main ( int argc, char *argv[] )
    {
       ESContext esContext;
       UserData  userData;
    
       esInitContext ( &esContext );
       esContext.userData = &userData;
    
       esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB );
       
       if ( !Init ( &esContext ) )
          return 0;
    
       esRegisterDrawFunc ( &esContext, Draw );
       
       esMainLoop ( &esContext );
    
       ShutDown ( &esContext );
    }