Edit

kc3-lang/angle/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c

Branch :

  • Show log

    Commit

  • 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/Simple_TextureCubemap/Simple_TextureCubemap.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
    //
    
    // Simple_TextureCubemap.c
    //
    //    This is a simple example that draws a sphere with a cubemap image applied.
    //
    #include <stdlib.h>
    #include "esUtil.h"
    
    typedef struct
    {
       // Handle to a program object
       GLuint programObject;
    
       // Attribute locations
       GLint  positionLoc;
       GLint  normalLoc;
    
       // Sampler location
       GLint samplerLoc;
    
       // Texture handle
       GLuint textureId;
    
       // Vertex data
       int      numIndices;
       GLfloat *vertices;
       GLfloat *normals;
       GLushort  *indices;
    
    } UserData;
    
    ///
    // Create a simple cubemap with a 1x1 face with a different
    // color for each face
    GLuint CreateSimpleTextureCubemap( )
    {
       GLuint textureId;
       // Six 1x1 RGB faces
       GLubyte cubePixels[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
       };
       
       // Generate a texture object
       glGenTextures ( 1, &textureId );
    
       // Bind the texture object
       glBindTexture ( GL_TEXTURE_CUBE_MAP, textureId );
       
       // Load the cube face - Positive X
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[0] );
    
       // Load the cube face - Negative X
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[1] );
    
       // Load the cube face - Positive Y
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[2] );
    
       // Load the cube face - Negative Y
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[3] );
    
       // Load the cube face - Positive Z
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[4] );
    
       // Load the cube face - Negative Z
       glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, 1, 1, 0, 
                      GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[5] );
    
       // 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 textureId;
    
    }
    
    
    ///
    // Initialize the shader and program object
    //
    int Init ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
       GLbyte vShaderStr[] =  
          "attribute vec4 a_position;   \n"
          "attribute vec3 a_normal;     \n"
          "varying vec3 v_normal;       \n"
          "void main()                  \n"
          "{                            \n"
          "   gl_Position = a_position; \n"
          "   v_normal = a_normal;      \n"
          "}                            \n";
       
       GLbyte fShaderStr[] =  
          "precision mediump float;                            \n"
          "varying vec3 v_normal;                              \n"
          "uniform samplerCube s_texture;                      \n"
          "void main()                                         \n"
          "{                                                   \n"
          "  gl_FragColor = textureCube( s_texture, v_normal );\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->normalLoc = glGetAttribLocation ( userData->programObject, "a_normal" );
       
       // Get the sampler locations
       userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
    
       // Load the texture
       userData->textureId = CreateSimpleTextureCubemap ();
    
       // Generate the vertex data
       userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userData->normals, 
                                            NULL, &userData->indices );
    
       
       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;
          
       // Set the viewport
       glViewport ( 0, 0, esContext->width, esContext->height );
       
       // Clear the color buffer
       glClear ( GL_COLOR_BUFFER_BIT );
    
       
       glCullFace ( GL_BACK );
       glEnable ( GL_CULL_FACE );
       
       // Use the program object
       glUseProgram ( userData->programObject );
    
       // Load the vertex position
       glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, 
                               GL_FALSE, 0, userData->vertices );
       // Load the normal
       glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT,
                               GL_FALSE, 0, userData->normals );
    
       glEnableVertexAttribArray ( userData->positionLoc );
       glEnableVertexAttribArray ( userData->normalLoc );
    
       // Bind the texture
       glActiveTexture ( GL_TEXTURE0 );
       glBindTexture ( GL_TEXTURE_CUBE_MAP, userData->textureId );
    
       // Set the sampler texture unit to 0
       glUniform1i ( userData->samplerLoc, 0 );
    
       glDrawElements ( GL_TRIANGLES, userData->numIndices, 
                        GL_UNSIGNED_SHORT, userData->indices );
    
       eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
    }
    
    ///
    // Cleanup
    //
    void ShutDown ( ESContext *esContext )
    {
       UserData *userData = esContext->userData;
    
       // Delete texture object
       glDeleteTextures ( 1, &userData->textureId );
    
       // Delete program object
       glDeleteProgram ( userData->programObject );
    
       free ( userData->vertices );
       free ( userData->normals );
    }
    
    
    int main ( int argc, char *argv[] )
    {
       ESContext esContext;
       UserData  userData;
    
       esInitContext ( &esContext );
       esContext.userData = &userData;
    
       esCreateWindow ( &esContext, TEXT("Simple Texture Cubemap"), 320, 240, ES_WINDOW_RGB );
       
       if ( !Init ( &esContext ) )
          return 0;
    
       esRegisterDrawFunc ( &esContext, Draw );
       
       esMainLoop ( &esContext );
    
       ShutDown ( &esContext );
    }