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kc3-lang/angle/samples/multiple_draw_buffers/MultipleDrawBuffers.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/multiple_draw_buffers/MultipleDrawBuffers.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 Simple_Texture2D.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 "texture_utils.h"
    #include "util/shader_utils.h"
    #include "util/system_utils.h"
    
    #include <cstring>
    #include <iostream>
    
    class MultipleDrawBuffersSample : public SampleApplication
    {
      public:
        MultipleDrawBuffersSample(int argc, char **argv)
            : SampleApplication("MultipleDrawBuffers", argc, argv)
        {}
    
        virtual bool initialize()
        {
            // Check EXT_draw_buffers is supported
            char *extensionString = (char *)glGetString(GL_EXTENSIONS);
            if (strstr(extensionString, "GL_EXT_draw_buffers") != nullptr)
            {
                // Retrieve the address of glDrawBuffersEXT from EGL
                mDrawBuffers = (PFNGLDRAWBUFFERSEXTPROC)eglGetProcAddress("glDrawBuffersEXT");
            }
            else
            {
                mDrawBuffers = glDrawBuffers;
            }
    
            if (!mDrawBuffers)
            {
                std::cerr << "Unable to load glDrawBuffers[EXT] entry point.";
                return false;
            }
    
            std::stringstream vsStream;
            vsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_vs.glsl";
    
            std::stringstream fsStream;
            fsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_fs.glsl";
    
            std::stringstream copyFsStream;
            fsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_copy_fs.glsl";
    
            mMRTProgram = CompileProgramFromFiles(vsStream.str(), fsStream.str());
            if (!mMRTProgram)
            {
                return false;
            }
    
            mCopyProgram = CompileProgramFromFiles(vsStream.str(), copyFsStream.str());
            if (!mCopyProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mCopyProgram, "a_position");
            mTexCoordLoc = glGetAttribLocation(mCopyProgram, "a_texCoord");
    
            // Get the sampler location
            mSamplerLoc = glGetUniformLocation(mCopyProgram, "s_texture");
    
            // Load the texture
            mTexture = CreateSimpleTexture2D();
    
            // Initialize the user framebuffer
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(mFramebufferAttachmentCount, mFramebufferTextures);
    
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
            for (size_t i = 0; i < mFramebufferAttachmentCount; i++)
            {
                // Create textures for the four color attachments
                glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[i]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindow()->getWidth(),
                             getWindow()->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                glFramebufferTexture2D(GL_FRAMEBUFFER,
                                       static_cast<GLenum>(GL_COLOR_ATTACHMENT0_EXT + i), GL_TEXTURE_2D,
                                       mFramebufferTextures[i], 0);
            }
    
            glBindTexture(GL_TEXTURE_2D, 0);
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            return true;
        }
    
        virtual void destroy()
        {
            glDeleteProgram(mCopyProgram);
            glDeleteProgram(mMRTProgram);
            glDeleteTextures(1, &mTexture);
            glDeleteTextures(mFramebufferAttachmentCount, mFramebufferTextures);
            glDeleteFramebuffers(1, &mFramebuffer);
        }
    
        virtual void draw()
        {
            GLfloat vertices[] = {
                -0.8f, 0.8f,  0.0f,  // Position 0
                0.0f,  0.0f,         // TexCoord 0
                -0.8f, -0.8f, 0.0f,  // Position 1
                0.0f,  1.0f,         // TexCoord 1
                0.8f,  -0.8f, 0.0f,  // Position 2
                1.0f,  1.0f,         // TexCoord 2
                0.8f,  0.8f,  0.0f,  // Position 3
                1.0f,  0.0f          // TexCoord 3
            };
            GLushort indices[]                              = {0, 1, 2, 0, 2, 3};
            GLenum drawBuffers[mFramebufferAttachmentCount] = {
                GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT,
                GL_COLOR_ATTACHMENT3_EXT};
    
            // Enable drawing to the four color attachments of the user framebuffer
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
            mDrawBuffers(mFramebufferAttachmentCount, drawBuffers);
    
            // Set the viewport
            GLint width  = static_cast<GLint>(getWindow()->getWidth());
            GLint height = static_cast<GLint>(getWindow()->getHeight());
            glViewport(0, 0, width, height);
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mMRTProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
            glEnableVertexAttribArray(mPositionLoc);
    
            // Load the texture coordinate
            glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
                                  vertices + 3);
            glEnableVertexAttribArray(mTexCoordLoc);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mTexture);
    
            // Set the sampler texture unit to 0
            glUniform1i(mSamplerLoc, 0);
    
            // Draw the textured quad to the four render targets
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            // Enable the default framebuffer and single textured drawing
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glUseProgram(mCopyProgram);
    
            // Draw the four textured quads to a separate region in the viewport
            glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[0]);
            glViewport(0, 0, width / 2, height / 2);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[1]);
            glViewport(width / 2, 0, width / 2, height / 2);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[2]);
            glViewport(0, height / 2, width / 2, height / 2);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[3]);
            glViewport(width / 2, height / 2, width / 2, height / 2);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
        }
    
      private:
        // Handle to a program object
        GLuint mMRTProgram;
        GLuint mCopyProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTexture;
    
        // Framebuffer object handle
        GLuint mFramebuffer;
    
        // Framebuffer color attachments
        static const size_t mFramebufferAttachmentCount = 4;
        GLuint mFramebufferTextures[mFramebufferAttachmentCount];
    
        // Loaded draw buffer entry points
        PFNGLDRAWBUFFERSEXTPROC mDrawBuffers;
    };
    
    int main(int argc, char **argv)
    {
        MultipleDrawBuffersSample app(argc, argv);
        return app.run();
    }