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kc3-lang/angle/samples/simple_texture_cubemap

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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>

  • SimpleTextureCubemap.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 Simple_TextureCubemap.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/geometry_utils.h"
    #include "util/shader_utils.h"
    
    class SimpleTextureCubemapSample : public SampleApplication
    {
      public:
        SimpleTextureCubemapSample(int argc, char **argv)
            : SampleApplication("SimpleTextureCubemap", argc, argv)
        {}
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(attribute vec4 a_position;
    attribute vec3 a_normal;
    varying vec3 v_normal;
    void main()
    {
        gl_Position = a_position;
        v_normal = a_normal;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec3 v_normal;
    uniform samplerCube s_texture;
    void main()
    {
        gl_FragColor = textureCube(s_texture, v_normal);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mNormalLoc   = glGetAttribLocation(mProgram, "a_normal");
    
            // Get the sampler locations
            mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
            // Load the texture
            mTexture = CreateSimpleTextureCubemap();
    
            // Generate the geometry data
            CreateSphereGeometry(128, 0.75f, &mSphere);
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glCullFace(GL_BACK);
            glEnable(GL_CULL_FACE);
    
            return true;
        }
    
        void destroy() override
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mTexture);
        }
    
        void draw() override
        {
            // 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, 3, GL_FLOAT, GL_FALSE, 0, mSphere.positions.data());
            glEnableVertexAttribArray(mPositionLoc);
    
            // Load the normal
            glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.normals.data());
            glEnableVertexAttribArray(mNormalLoc);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
    
            // Set the texture sampler to texture unit to 0
            glUniform1i(mSamplerLoc, 0);
    
            glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mSphere.indices.size()),
                           GL_UNSIGNED_SHORT, mSphere.indices.data());
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mNormalLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTexture;
    
        // Geometry data
        SphereGeometry mSphere;
    };
    
    int main(int argc, char **argv)
    {
        SimpleTextureCubemapSample app(argc, argv);
        return app.run();
    }