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kc3-lang/angle/samples/texture_wrap

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  • Author : Corentin Wallez
    Date : 2015-05-07 14:50:28
    Hash : 12a8e866
    Message : Make all the samples compile under Linux Two-thirds of them run and work well. BUG=angleproject:892 Change-Id: I401a7ef4fd055eda7276bd34dcf0fc6ae0deff13 Reviewed-on: https://chromium-review.googlesource.com/270124 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • TextureWrap.cpp
  • //
    // 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 = SHADER_SOURCE
            (
                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 = SHADER_SOURCE
            (
                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();
    }