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kc3-lang/angle/samples/mip_map_2d

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  • Author : Jamie Madill
    Date : 2018-12-02 12:03:33
    Hash : 35cd7332
    Message : Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • MipMap2D.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 MipMap2D.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"
    
    class MipMap2DSample : public SampleApplication
    {
      public:
        MipMap2DSample(int argc, char **argv) : SampleApplication("MipMap2D", argc, argv) {}
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(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;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texCoord;
    uniform sampler2D s_texture;
    void main()
    {
        gl_FragColor = texture2D(s_texture, v_texCoord);
    })";
    
            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
            mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
            // Get the offset location
            mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
    
            // Load the texture
            mTextureID = CreateMipMappedTexture2D();
    
            // Check Anisotropy limits
            glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy);
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            return true;
        }
    
        void destroy() override
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mTextureID);
        }
    
        void draw() override
        {
            const GLfloat vertices[] = {
                -0.25f, 0.5f,  0.0f, 5.0f,  // Position 0
                0.0f,   0.0f,               // TexCoord 0
                -0.25f, -0.5f, 0.0f, 1.0f,  // Position 1
                0.0f,   1.0f,               // TexCoord 1
                0.25f,  -0.5f, 0.0f, 1.0f,  // Position 2
                1.0f,   1.0f,               // TexCoord 2
                0.25f,  0.5f,  0.0f, 5.0f,  // Position 3
                1.0f,   0.0f                // TexCoord 3
            };
            const 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);
            // Load the texture coordinate
            glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                                  vertices + 4);
    
            glEnableVertexAttribArray(mPositionLoc);
            glEnableVertexAttribArray(mTexCoordLoc);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mTextureID);
    
            // Set the sampler texture unit to 0
            glUniform1i(mSamplerLoc, 0);
    
            // Draw quad with nearest sampling
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glUniform1f(mOffsetLoc, -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(mOffsetLoc, 0.0f);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            // Draw quad with anisotropic filtering
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy);
            glUniform1f(mOffsetLoc, 0.6f);
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
        }
    
      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 mTextureID;
    
        float mMaxAnisotropy;
    };
    
    int main(int argc, char **argv)
    {
        MipMap2DSample app(argc, argv);
        return app.run();
    }