// // 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() : 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, static_cast(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(); }