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170 lines
4.9 KiB
C++
170 lines
4.9 KiB
C++
//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on MipMap2D.c from
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// Book: OpenGL(R) ES 2.0 Programming Guide
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// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
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// ISBN-10: 0321502795
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// ISBN-13: 9780321502797
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// Publisher: Addison-Wesley Professional
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// URLs: http://safari.informit.com/9780321563835
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// http://www.opengles-book.com
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#include "SampleApplication.h"
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#include "shader_utils.h"
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#include "texture_utils.h"
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class MipMap2DSample : public SampleApplication
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{
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public:
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MipMap2DSample()
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: SampleApplication("MipMap2D", 1280, 720)
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{
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}
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virtual bool initialize()
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{
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const std::string vs = SHADER_SOURCE
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(
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uniform float u_offset;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = a_position;
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gl_Position.x += u_offset;
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v_texCoord = a_texCoord;
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}
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);
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const std::string fs = SHADER_SOURCE
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(
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D s_texture;
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void main()
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{
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gl_FragColor = texture2D(s_texture, v_texCoord);
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}
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);
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mProgram = CompileProgram(vs, fs);
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if (!mProgram)
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{
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return false;
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}
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// Get the attribute locations
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mPositionLoc = glGetAttribLocation(mProgram, "a_position");
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mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
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// Get the sampler location
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mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
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// Get the offset location
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mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
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// Load the texture
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mTextureID = CreateMipMappedTexture2D();
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// Check Anisotropy limits
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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return true;
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}
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virtual void destroy()
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{
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glDeleteProgram(mProgram);
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glDeleteTextures(1, &mTextureID);
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}
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virtual void draw()
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{
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const GLfloat vertices[] =
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{
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-0.25f, 0.5f, 0.0f, 5.0f, // Position 0
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0.0f, 0.0f, // TexCoord 0
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-0.25f, -0.5f, 0.0f, 1.0f, // Position 1
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0.0f, 1.0f, // TexCoord 1
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0.25f, -0.5f, 0.0f, 1.0f, // Position 2
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1.0f, 1.0f, // TexCoord 2
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0.25f, 0.5f, 0.0f, 5.0f, // Position 3
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1.0f, 0.0f // TexCoord 3
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};
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const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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// Set the viewport
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glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(mProgram);
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// Load the vertex position
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glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);
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// Load the texture coordinate
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glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices + 4);
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glEnableVertexAttribArray(mPositionLoc);
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glEnableVertexAttribArray(mTexCoordLoc);
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// Bind the texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTextureID);
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// Set the sampler texture unit to 0
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glUniform1i(mSamplerLoc, 0);
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// Draw quad with nearest sampling
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glUniform1f(mOffsetLoc, -0.6f);
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glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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// Draw quad with trilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glUniform1f(mOffsetLoc, 0.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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// Draw quad with anisotropic filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy);
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glUniform1f(mOffsetLoc, 0.6f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
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}
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private:
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// Handle to a program object
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GLuint mProgram;
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// Attribute locations
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GLint mPositionLoc;
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GLint mTexCoordLoc;
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// Sampler location
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GLint mSamplerLoc;
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// Offset location
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GLint mOffsetLoc;
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// Texture handle
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GLuint mTextureID;
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float mMaxAnisotropy;
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};
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int main(int argc, char **argv)
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{
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MipMap2DSample app;
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return app.run();
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}
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