Commit 705073f7 by Geoff Lang

Port the Simple_TextureCubemap sample to the new sample framework.

Added helper functions for generating cube maps and sphere geometry. BUG=angle:521 Change-Id: Ic1e8584d69793233ec6a97744b13097d55b9f287 Reviewed-on: https://chromium-review.googlesource.com/188726Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent ca623f3f
...@@ -131,7 +131,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_2d", "..\sam ...@@ -131,7 +131,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_2d", "..\sam
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_cubemap", "..\samples\simple_texture_cubemap.vcxproj", "{93B7F18A-947E-69A1-9CD8-D1E5144E792A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_cubemap", "..\samples\simple_texture_cubemap.vcxproj", "{93B7F18A-947E-69A1-9CD8-D1E5144E792A}"
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{80E5C3D9-93C2-943E-176F-C9A903E27BC9} = {80E5C3D9-93C2-943E-176F-C9A903E27BC9} {297C46B0-9263-A9EA-82B1-EA221E7D7C7F} = {297C46B0-9263-A9EA-82B1-EA221E7D7C7F}
{FBAEE4F6-562A-588F-01F9-72DCABB3B061} = {FBAEE4F6-562A-588F-01F9-72DCABB3B061} {FBAEE4F6-562A-588F-01F9-72DCABB3B061} = {FBAEE4F6-562A-588F-01F9-72DCABB3B061}
{7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81}
EndProjectSection EndProjectSection
......
...@@ -117,6 +117,7 @@ ...@@ -117,6 +117,7 @@
<ClInclude Include="..\..\samples\angle\sample_util\path_utils.h"/> <ClInclude Include="..\..\samples\angle\sample_util\path_utils.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\Timer.h"/> <ClInclude Include="..\..\samples\angle\sample_util\Timer.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\mouse.h"/> <ClInclude Include="..\..\samples\angle\sample_util\mouse.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\geometry_utils.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\Event.h"/> <ClInclude Include="..\..\samples\angle\sample_util\Event.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\random_utils.h"/> <ClInclude Include="..\..\samples\angle\sample_util\random_utils.h"/>
<ClInclude Include="..\..\samples\angle\sample_util\tga_utils.h"/> <ClInclude Include="..\..\samples\angle\sample_util\tga_utils.h"/>
...@@ -131,6 +132,7 @@ ...@@ -131,6 +132,7 @@
<ClCompile Include="..\..\samples\angle\sample_util\Vector.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\Vector.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\shader_utils.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\shader_utils.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\SampleApplication.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\SampleApplication.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\geometry_utils.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\tga_utils.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\tga_utils.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\random_utils.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\random_utils.cpp"/>
<ClCompile Include="..\..\samples\angle\sample_util\win32\Win32Timer.cpp"/> <ClCompile Include="..\..\samples\angle\sample_util\win32\Win32Timer.cpp"/>
......
...@@ -46,12 +46,18 @@ ...@@ -46,12 +46,18 @@
<ClInclude Include="..\..\samples\angle\sample_util\mouse.h"> <ClInclude Include="..\..\samples\angle\sample_util\mouse.h">
<Filter>angle\sample_util</Filter> <Filter>angle\sample_util</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\samples\angle\sample_util\geometry_utils.h">
<Filter>angle\sample_util</Filter>
</ClInclude>
<ClInclude Include="..\..\samples\angle\sample_util\Event.h"> <ClInclude Include="..\..\samples\angle\sample_util\Event.h">
<Filter>angle\sample_util</Filter> <Filter>angle\sample_util</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\samples\angle\sample_util\SampleApplication.cpp"> <ClCompile Include="..\..\samples\angle\sample_util\SampleApplication.cpp">
<Filter>angle\sample_util</Filter> <Filter>angle\sample_util</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\samples\angle\sample_util\geometry_utils.cpp">
<Filter>angle\sample_util</Filter>
</ClCompile>
<ClInclude Include="..\..\samples\angle\sample_util\random_utils.h"> <ClInclude Include="..\..\samples\angle\sample_util\random_utils.h">
<Filter>angle\sample_util</Filter> <Filter>angle\sample_util</Filter>
</ClInclude> </ClInclude>
......
...@@ -104,7 +104,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_2d", "simple ...@@ -104,7 +104,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_2d", "simple
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_cubemap", "simple_texture_cubemap.vcxproj", "{93B7F18A-947E-69A1-9CD8-D1E5144E792A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "simple_texture_cubemap", "simple_texture_cubemap.vcxproj", "{93B7F18A-947E-69A1-9CD8-D1E5144E792A}"
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{80E5C3D9-93C2-943E-176F-C9A903E27BC9} = {80E5C3D9-93C2-943E-176F-C9A903E27BC9} {297C46B0-9263-A9EA-82B1-EA221E7D7C7F} = {297C46B0-9263-A9EA-82B1-EA221E7D7C7F}
{FBAEE4F6-562A-588F-01F9-72DCABB3B061} = {FBAEE4F6-562A-588F-01F9-72DCABB3B061} {FBAEE4F6-562A-588F-01F9-72DCABB3B061} = {FBAEE4F6-562A-588F-01F9-72DCABB3B061}
{7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81}
EndProjectSection EndProjectSection
......
...@@ -37,12 +37,12 @@ ...@@ -37,12 +37,12 @@
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
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<AdditionalOptions>/MP %(AdditionalOptions)</AdditionalOptions> <AdditionalOptions>/MP %(AdditionalOptions)</AdditionalOptions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks> <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<BufferSecurityCheck>true</BufferSecurityCheck> <BufferSecurityCheck>true</BufferSecurityCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DisableSpecificWarnings>4100;4127;4189;4239;4244;4245;4512;4702;4530;4718;%(DisableSpecificWarnings)</DisableSpecificWarnings> <DisableSpecificWarnings>4201;4100;4127;4189;4239;4244;4245;4512;4702;4530;4718;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<MinimalRebuild>false</MinimalRebuild> <MinimalRebuild>false</MinimalRebuild>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
...@@ -67,17 +67,17 @@ ...@@ -67,17 +67,17 @@
<TargetMachine>MachineX86</TargetMachine> <TargetMachine>MachineX86</TargetMachine>
</Link> </Link>
<ResourceCompile> <ResourceCompile>
<AdditionalIncludeDirectories>..\..\samples\gles2_book\Common;..\..\include;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..\include;..\..\samples\angle\sample_util;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile> <ClCompile>
<AdditionalIncludeDirectories>..\..\samples\gles2_book\Common;..\..\include;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..\include;..\..\samples\angle\sample_util;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/MP %(AdditionalOptions)</AdditionalOptions> <AdditionalOptions>/MP %(AdditionalOptions)</AdditionalOptions>
<BufferSecurityCheck>true</BufferSecurityCheck> <BufferSecurityCheck>true</BufferSecurityCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DisableSpecificWarnings>4100;4127;4189;4239;4244;4245;4512;4702;4530;4718;%(DisableSpecificWarnings)</DisableSpecificWarnings> <DisableSpecificWarnings>4201;4100;4127;4189;4239;4244;4245;4512;4702;4530;4718;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<MinimalRebuild>false</MinimalRebuild> <MinimalRebuild>false</MinimalRebuild>
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
...@@ -102,7 +102,7 @@ ...@@ -102,7 +102,7 @@
<TargetMachine>MachineX86</TargetMachine> <TargetMachine>MachineX86</TargetMachine>
</Link> </Link>
<ResourceCompile> <ResourceCompile>
<AdditionalIncludeDirectories>..\..\samples\gles2_book\Common;..\..\include;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..\include;..\..\samples\angle\sample_util;C:\Program Files (x86)\Windows Kits\8.0\Include\shared;C:\Program Files (x86)\Windows Kits\8.0\Include\um;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
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...@@ -110,11 +110,11 @@ ...@@ -110,11 +110,11 @@
<None Include="..\..\samples\samples.gyp"/> <None Include="..\..\samples\samples.gyp"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\samples\gles2_book\Simple_TextureCubemap\Simple_TextureCubemap.c"/> <ClCompile Include="..\..\samples\angle\simple_texture_cubemap\SimpleTextureCubemap.cpp"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="es_util.vcxproj"> <ProjectReference Include="sample_util.vcxproj">
<Project>{80E5C3D9-93C2-943E-176F-C9A903E27BC9}</Project> <Project>{297C46B0-9263-A9EA-82B1-EA221E7D7C7F}</Project>
<ReferenceOutputAssembly>false</ReferenceOutputAssembly> <ReferenceOutputAssembly>false</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\src\libEGL.vcxproj"> <ProjectReference Include="..\src\libEGL.vcxproj">
......
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup> <ItemGroup>
<Filter Include="gles2_book"> <Filter Include="angle">
<UniqueIdentifier>{01DCD872-C931-E1FA-4F9F-EBFA79587BB6}</UniqueIdentifier> <UniqueIdentifier>{2039F76D-4C9A-B8A0-444A-4766C6F6104A}</UniqueIdentifier>
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<Filter Include="gles2_book\Simple_TextureCubemap"> <Filter Include="angle\simple_texture_cubemap">
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<ItemGroup> <ItemGroup>
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//
// 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.
//
#include "geometry_utils.h"
#define _USE_MATH_DEFINES
#include <math.h>
void CreateSphereGeometry(size_t sliceCount, float radius, SphereGeometry *result)
{
size_t parellelCount = sliceCount / 2;
size_t vertexCount = (parellelCount + 1) * (sliceCount + 1);
size_t indexCount = parellelCount * sliceCount * 6;
float angleStep = (2.0f * M_PI) / sliceCount;
result->positions.resize(vertexCount);
result->normals.resize(vertexCount);
for (size_t i = 0; i < parellelCount + 1; i++)
{
for (size_t j = 0; j < sliceCount + 1; j++)
{
Vector3 direction(sinf(angleStep * i) * sinf(angleStep * j),
cosf(angleStep * i),
sinf(angleStep * i) * cosf(angleStep * j));
size_t vertexIdx = i * (sliceCount + 1) + j;
result->positions[vertexIdx] = direction * radius;
result->normals[vertexIdx] = direction;
}
}
result->indices.clear();
result->indices.reserve(indexCount);
for (size_t i = 0; i < parellelCount; i++)
{
for (size_t j = 0; j < sliceCount; j++)
{
result->indices.push_back( i * (sliceCount + 1) + j );
result->indices.push_back((i + 1) * (sliceCount + 1) + j );
result->indices.push_back((i + 1) * (sliceCount + 1) + (j + 1));
result->indices.push_back( i * (sliceCount + 1) + j );
result->indices.push_back((i + 1) * (sliceCount + 1) + (j + 1));
result->indices.push_back( i * (sliceCount + 1) + (j + 1));
}
}
}
//
// 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.
//
#ifndef SAMPLE_UTIL_GEOMETRY_UTILS_H
#define SAMPLE_UTIL_GEOMETRY_UTILS_H
#include <GLES2/gl2.h>
#include "Vector.h"
#include <vector>
struct SphereGeometry
{
std::vector<Vector3> positions;
std::vector<Vector3> normals;
std::vector<GLushort> indices;
};
void CreateSphereGeometry(size_t sliceCount, float radius, SphereGeometry *result);
#endif // SAMPLE_UTIL_GEOMETRY_UTILS_H
...@@ -36,3 +36,41 @@ GLuint CreateSimpleTexture2D() ...@@ -36,3 +36,41 @@ GLuint CreateSimpleTexture2D()
return texture; 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(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;
}
...@@ -10,5 +10,6 @@ ...@@ -10,5 +10,6 @@
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
GLuint CreateSimpleTexture2D(); GLuint CreateSimpleTexture2D();
GLuint CreateSimpleTextureCubemap();
#endif // SAMPLE_UTIL_TEXTURE_UTILS_H #endif // SAMPLE_UTIL_TEXTURE_UTILS_H
//
// 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 "shader_utils.h"
#include "texture_utils.h"
#include "geometry_utils.h"
#include "Vector.h"
class SimpleTextureCubemapSample : public SampleApplication
{
public:
SimpleTextureCubemapSample::SimpleTextureCubemapSample()
: SampleApplication("SimpleTextureCubemap", 1280, 720)
{
}
virtual bool initialize()
{
const std::string vs = SHADER_SOURCE
(
attribute vec4 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
void main()
{
gl_Position = a_position;
v_normal = a_normal;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
varying vec3 v_normal;
uniform samplerCube s_texture;
void main()
{
gl_FragColor = textureCube(s_texture, v_normal);
}
);
mProgram = CompileProgram(vs, fs);
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;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
}
virtual void draw()
{
// 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, 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;
return app.run();
}
//
// 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 );
}
...@@ -172,8 +172,8 @@ ...@@ -172,8 +172,8 @@
{ {
'target_name': 'simple_texture_cubemap', 'target_name': 'simple_texture_cubemap',
'type': 'executable', 'type': 'executable',
'dependencies': [ 'es_util' ], 'dependencies': [ 'sample_util' ],
'sources': [ '<!@(python <(angle_path)/enumerate_files.py gles2_book/Simple_TextureCubemap -types *.c *.h)' ], 'sources': [ '<!@(python <(angle_path)/enumerate_files.py angle/simple_texture_cubemap -types *.cpp *.h)' ],
}, },
{ {
......
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