// // 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 MipMap2D.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" class MipMap2DSample : public SampleApplication { public: MipMap2DSample() : SampleApplication("MipMap2D", 1280, 720) { } virtual bool initialize() { const std::string vs = SHADER_SOURCE ( uniform float u_offset; attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { gl_Position = a_position; gl_Position.x += u_offset; v_texCoord = a_texCoord; } ); const std::string fs = SHADER_SOURCE ( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); } ); mProgram = CompileProgram(vs, fs); if (!mProgram) { return false; } // Get the attribute locations mPositionLoc = glGetAttribLocation(mProgram, "a_position"); mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); // Get the sampler location mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); // Get the offset location mOffsetLoc = glGetUniformLocation(mProgram, "u_offset"); // Load the texture mTextureID = CreateMipMappedTexture2D(); // Check Anisotropy limits glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return true; } virtual void destroy() { glDeleteProgram(mProgram); glDeleteTextures(1, &mTextureID); } virtual void draw() { const GLfloat vertices[] = { -0.25f, 0.5f, 0.0f, 5.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.25f, -0.5f, 0.0f, 1.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.25f, -0.5f, 0.0f, 1.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.25f, 0.5f, 0.0f, 5.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; const 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); // Use the program object glUseProgram(mProgram); // Load the vertex position glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices); // Load the texture coordinate glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices + 4); glEnableVertexAttribArray(mPositionLoc); glEnableVertexAttribArray(mTexCoordLoc); // Bind the texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTextureID); // Set the sampler texture unit to 0 glUniform1i(mSamplerLoc, 0); // Draw quad with nearest sampling glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glUniform1f(mOffsetLoc, -0.6f); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); // Draw quad with trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glUniform1f(mOffsetLoc, 0.0f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); // Draw quad with anisotropic filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy); glUniform1f(mOffsetLoc, 0.6f); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); } private: // Handle to a program object GLuint mProgram; // Attribute locations GLint mPositionLoc; GLint mTexCoordLoc; // Sampler location GLint mSamplerLoc; // Offset location GLint mOffsetLoc; // Texture handle GLuint mTextureID; float mMaxAnisotropy; }; int main(int argc, char **argv) { MipMap2DSample app; return app.run(); }