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kc3-lang/angle/samples/sample_util/texture_utils.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/sample_util/texture_utils.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.
    //
    
    #include "texture_utils.h"
    #include <array>
    
    GLuint CreateSimpleTexture2D()
    {
        // Use tightly packed data
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_2D, texture);
    
        // Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
        const size_t width                 = 2;
        const size_t height                = 2;
        GLubyte pixels[width * height * 3] = {
            255, 0,   0,    // Red
            0,   255, 0,    // Green
            0,   0,   255,  // Blue
            255, 255, 0,    // Yellow
        };
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        return texture;
    }
    
    GLuint CreateSimpleTextureCubemap()
    {
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
    
        // Load the texture faces
        GLubyte pixels[6][3] = {// Face 0 - Red
                                {255, 0, 0},
                                // Face 1 - Green,
                                {0, 255, 0},
                                // Face 3 - Blue
                                {0, 0, 255},
                                // Face 4 - Yellow
                                {255, 255, 0},
                                // Face 5 - Purple
                                {255, 0, 255},
                                // Face 6 - White
                                {255, 255, 255}};
    
        for (size_t i = 0; i < 6; i++)
        {
            glTexImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i), 0, GL_RGB, 1, 1, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, &pixels[i]);
        }
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        return texture;
    }
    
    GLuint CreateMipMappedTexture2D()
    {
        // Texture object handle
        const size_t width  = 256;
        const size_t height = 256;
        std::array<GLubyte, width * height * 3> pixels;
    
        const size_t checkerSize = 8;
        for (size_t y = 0; y < height; y++)
        {
            for (size_t x = 0; x < width; x++)
            {
                GLubyte rColor = 0;
                GLubyte bColor = 0;
    
                if ((x / checkerSize) % 2 == 0)
                {
                    rColor = 255 * ((y / checkerSize) % 2);
                    bColor = 255 * (1 - ((y / checkerSize) % 2));
                }
                else
                {
                    bColor = 255 * ((y / checkerSize) % 2);
                    rColor = 255 * (1 - ((y / checkerSize) % 2));
                }
    
                pixels[(y * height + x) * 3]     = rColor;
                pixels[(y * height + x) * 3 + 1] = 0;
                pixels[(y * height + x) * 3 + 2] = bColor;
            }
        }
    
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_2D, texture);
    
        // Load mipmap level 0
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,
                     pixels.data());
    
        // Generate mipmaps
        glGenerateMipmap(GL_TEXTURE_2D);
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        return texture;
    }