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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : 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>

  • samples/multi_texture/MultiTexture.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 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 "shader_utils.h"
    #include "system_utils.h"
    #include "tga_utils.h"
    
    class MultiTextureSample : public SampleApplication
    {
      public:
        MultiTextureSample()
            : SampleApplication("MultiTexture", 1280, 720)
        {
        }
    
        GLuint loadTexture(const std::string &path)
        {
            TGAImage img;
            if (!LoadTGAImageFromFile(path, &img))
            {
                return 0;
            }
    
            return LoadTextureFromTGAImage(img);
        }
    
        virtual bool initialize()
        {
            const std::string vs =
                R"(attribute vec4 a_position;
                attribute vec2 a_texCoord;
                varying vec2 v_texCoord;
                void main()
                {
                    gl_Position = a_position;
                    v_texCoord = a_texCoord;
                })";
    
            const std::string fs =
                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(vs, fs);
            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;
        }
    
        virtual void destroy()
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mBaseMapTexID);
            glDeleteTextures(1, &mLightMapTexID);
        }
    
        virtual void draw()
        {
            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;
        return app.run();
    }