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kc3-lang/angle/samples/gles1/SimpleTexture2D.cpp

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  • Author : Lingfeng Yang
    Date : 2018-04-23 09:02:09
    Hash : 461b09a8
    Message : GLES1: Renderer (minimal) This is the renderer code for GLES1 that delivers basic vertex attributes, matrices, and allows texturing for unit 0 only (more units mean implementing the multitexturing pipeline). + Sample + Update test expectations for GLES1 conformance tests BUG=angleproject:2554 BUG=angleproject:2306 Change-Id: I398edc764f982fbfc4c5e0f9d6bfef1e91aec47c Reviewed-on: https://chromium-review.googlesource.com/1057356 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Lingfeng Yang <lfy@google.com>

  • samples/gles1/SimpleTexture2D.cpp
  • //
    // Copyright 2018 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 "shader_utils.h"
    #include "texture_utils.h"
    
    #include <GLES/gl.h>
    
    class GLES1SimpleTexture2DSample : public SampleApplication
    {
      public:
        GLES1SimpleTexture2DSample(EGLint displayType)
            : SampleApplication("GLES1SimpleTexture2D", 1280, 720, 1, 0, displayType)
        {
        }
    
        bool initialize() override
        {
            // Load the texture
            mTexture = CreateSimpleTexture2D();
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glEnable(GL_TEXTURE_2D);
    
            return true;
        }
    
        void destroy() override { glDeleteTextures(1, &mTexture); }
    
        void draw() override
        {
            GLfloat vertices[] = {
                -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, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Load the vertex position
            glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), vertices);
            // Load the texture coordinate
            glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), vertices + 3);
    
            glEnableClientState(GL_VERTEX_ARRAY);
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mTexture);
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
        }
    
      private:
        // Texture handle
        GLuint mTexture = 0;
    };
    
    int main(int argc, char **argv)
    {
        EGLint displayType = EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
    
        if (argc > 1)
        {
            displayType = GetDisplayTypeFromArg(argv[1]);
        }
    
        GLES1SimpleTexture2DSample app(displayType);
        return app.run();
    }