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kc3-lang/angle/samples/gles2_book/MultiTexture/MultiTexture.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/MultiTexture/MultiTexture.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
    //
    
    // MultiTexture.c
    //
    //    This is an example that draws a quad with a basemap and
    //    lightmap to demonstrate multitexturing.
    //
    #include <stdlib.h>
    #include "esUtil.h"
    
    typedef struct
    {
       // Handle to a program object
       GLuint programObject;
    
       // Attribute locations
       GLint  positionLoc;
       GLint  texCoordLoc;
    
       // Sampler locations
       GLint baseMapLoc;
       GLint lightMapLoc;
    
       // Texture handle
       GLuint baseMapTexId;
       GLuint lightMapTexId;
    
    } UserData;
    
    
    ///
    // Load texture from disk
    //
    GLuint LoadTexture ( char *fileName )
    {
       int width,
           height;
       char *buffer = esLoadTGA ( fileName, &width, &height );
       GLuint texId;
    
       if ( buffer == NULL )
       {
          esLogMessage ( "Error loading (%s) image.\n", fileName );
          return 0;
       }
    
       glGenTextures ( 1, &texId );
       glBindTexture ( GL_TEXTURE_2D, texId );
    
       glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
       glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
    
       free ( buffer );
    
       return texId;
    }
    
    
    
    ///
    // Initialize the shader and program object
    //
    int Init ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
       GLbyte vShaderStr[] =  
          "attribute vec4 a_position;   \n"
          "attribute vec2 a_texCoord;   \n"
          "varying vec2 v_texCoord;     \n"
          "void main()                  \n"
          "{                            \n"
          "   gl_Position = a_position; \n"
          "   v_texCoord = a_texCoord;  \n"
          "}                            \n";
       
       GLbyte fShaderStr[] =  
          "precision mediump float;                            \n"
          "varying vec2 v_texCoord;                            \n"
          "uniform sampler2D s_baseMap;                        \n"
          "uniform sampler2D s_lightMap;                       \n"
          "void main()                                         \n"
          "{                                                   \n"
          "  vec4 baseColor;                                   \n"
          "  vec4 lightColor;                                  \n"
          "                                                    \n"
          "  baseColor = texture2D( s_baseMap, v_texCoord );   \n"
          "  lightColor = texture2D( s_lightMap, v_texCoord ); \n"
          "  gl_FragColor = baseColor * (lightColor + 0.25);   \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->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" );
       userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" );
    
       // Load the textures
       userData->baseMapTexId = LoadTexture ( "basemap.tga" );
       userData->lightMapTexId = LoadTexture ( "lightmap.tga" );
    
       if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 )
          return FALSE;
    
       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,  // 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, 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, 3, GL_FLOAT, 
                               GL_FALSE, 5 * sizeof(GLfloat), vVertices );
       // Load the texture coordinate
       glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
                               GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
    
       glEnableVertexAttribArray ( userData->positionLoc );
       glEnableVertexAttribArray ( userData->texCoordLoc );
    
       // Bind the base map
       glActiveTexture ( GL_TEXTURE0 );
       glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId );
    
       // Set the base map sampler to texture unit to 0
       glUniform1i ( userData->baseMapLoc, 0 );
    
       // Bind the light map
       glActiveTexture ( GL_TEXTURE1 );
       glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId );
       
       // Set the light map sampler to texture unit 1
       glUniform1i ( userData->lightMapLoc, 1 );
    
       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->baseMapTexId );
       glDeleteTextures ( 1, &userData->lightMapTexId );
    
       // Delete program object
       glDeleteProgram ( userData->programObject );
    }
    
    
    int main ( int argc, char *argv[] )
    {
       ESContext esContext;
       UserData  userData;
    
       esInitContext ( &esContext );
       esContext.userData = &userData;
    
       esCreateWindow ( &esContext, TEXT("MultiTexture"), 320, 240, ES_WINDOW_RGB );
       
       if ( !Init ( &esContext ) )
          return 0;
    
       esRegisterDrawFunc ( &esContext, Draw );
       
       esMainLoop ( &esContext );
    
       ShutDown ( &esContext );
    }