Port the MipMap2D sample to the new sample framework.

BUG=angle:521

Change-Id: I3b1d3a02214850bf52c1d5c468f5696076065b88
Reviewed-on: https://chromium-review.googlesource.com/188193
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Geoff Lang 2014-02-28 13:12:54 -05:00
Родитель 916e769a5a
Коммит 9adef9ba7a
7 изменённых файлов: 241 добавлений и 365 удалений

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@ -72,7 +72,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libGLESv2", "..\src\libGLES
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "mip_map_2d", "..\samples\mip_map_2d.vcxproj", "{A6E86EB3-561F-9FAB-670F-EF23556344BE}"
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}
{7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81}
EndProjectSection

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@ -37,12 +37,12 @@
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<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>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<BufferSecurityCheck>true</BufferSecurityCheck>
<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>
<MinimalRebuild>false</MinimalRebuild>
<Optimization>Disabled</Optimization>
@ -67,17 +67,17 @@
<TargetMachine>MachineX86</TargetMachine>
</Link>
<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>
</ResourceCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<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>
<BufferSecurityCheck>true</BufferSecurityCheck>
<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>
<MinimalRebuild>false</MinimalRebuild>
<Optimization>MaxSpeed</Optimization>
@ -102,7 +102,7 @@
<TargetMachine>MachineX86</TargetMachine>
</Link>
<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>
</ResourceCompile>
</ItemDefinitionGroup>
@ -110,11 +110,11 @@
<None Include="..\..\samples\samples.gyp"/>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\samples\gles2_book\MipMap2D\MipMap2D.c"/>
<ClCompile Include="..\..\samples\angle\mip_map_2d\MipMap2D.cpp"/>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="es_util.vcxproj">
<Project>{80E5C3D9-93C2-943E-176F-C9A903E27BC9}</Project>
<ProjectReference Include="sample_util.vcxproj">
<Project>{297C46B0-9263-A9EA-82B1-EA221E7D7C7F}</Project>
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\src\libEGL.vcxproj">

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@ -1,17 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="gles2_book">
<UniqueIdentifier>{01DCD872-C931-E1FA-4F9F-EBFA79587BB6}</UniqueIdentifier>
<Filter Include="angle">
<UniqueIdentifier>{2039F76D-4C9A-B8A0-444A-4766C6F6104A}</UniqueIdentifier>
</Filter>
<Filter Include="gles2_book\MipMap2D">
<UniqueIdentifier>{FE8C9EA3-68C6-B350-A0FB-AA34D954630D}</UniqueIdentifier>
<Filter Include="angle\mip_map_2d">
<UniqueIdentifier>{63DD2738-D3D7-E13E-A38C-0177BCB49114}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<None Include="..\..\samples\samples.gyp"/>
<ClCompile Include="..\..\samples\gles2_book\MipMap2D\MipMap2D.c">
<Filter>gles2_book\MipMap2D</Filter>
<ClCompile Include="..\..\samples\angle\mip_map_2d\MipMap2D.cpp">
<Filter>angle\mip_map_2d</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@ -47,7 +47,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libGLESv2", "..\src\libGLES
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "mip_map_2d", "mip_map_2d.vcxproj", "{A6E86EB3-561F-9FAB-670F-EF23556344BE}"
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}
{7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81} = {7FBD6F69-B9A4-69F1-A12B-8DACB3F8CD81}
EndProjectSection

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@ -0,0 +1,222 @@
//
// 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 <array>
class MipMap2DSample : public SampleApplication
{
public:
MipMap2DSample::MipMap2DSample()
: SampleApplication("MipMap2D", 1280, 720)
{
}
GLuint createMipMappedTexture2D()
{
// Texture object handle
const size_t width = 256;
const size_t height = 256;
std::array<GLubyte, width * height * 3> pixels;
const size_t checkerSize = 8;
for (GLsizei y = 0; y < height; y++)
{
for (GLsizei x = 0; x < width; x++)
{
GLubyte rColor = 0;
GLubyte bColor = 0;
if ((x / checkerSize) % 2 == 0)
{
rColor = 255 * ((y / checkerSize) % 2);
bColor = 255 * (1 - ((y / checkerSize) % 2));
}
else
{
bColor = 255 * ((y / checkerSize) % 2);
rColor = 255 * (1 - ((y / checkerSize) % 2));
}
pixels[(y * height + x) * 3] = rColor;
pixels[(y * height + x) * 3 + 1] = 0;
pixels[(y * height + x) * 3 + 2] = bColor;
}
}
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Load mipmap level 0
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
// Generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture;
}
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();
}

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@ -1,346 +0,0 @@
//
// 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
//
// MipMap2D.c
//
// This is a simple example that demonstrates generating a mipmap chain
// and rendering with it
//
#include <stdlib.h>
#include "esUtil.h"
typedef struct
{
// Handle to a program object
GLuint programObject;
// Attribute locations
GLint positionLoc;
GLint texCoordLoc;
// Sampler location
GLint samplerLoc;
// Offset location
GLint offsetLoc;
// Texture handle
GLuint textureId;
} UserData;
///
// From an RGB8 source image, generate the next level mipmap
//
GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
{
int x,
y;
int texelSize = 3;
*dstWidth = srcWidth / 2;
if ( *dstWidth <= 0 )
*dstWidth = 1;
*dstHeight = srcHeight / 2;
if ( *dstHeight <= 0 )
*dstHeight = 1;
*dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
if ( *dst == NULL )
return GL_FALSE;
for ( y = 0; y < *dstHeight; y++ )
{
for( x = 0; x < *dstWidth; x++ )
{
int srcIndex[4];
float r = 0.0f,
g = 0.0f,
b = 0.0f;
int sample;
// Compute the offsets for 2x2 grid of pixels in previous
// image to perform box filter
srcIndex[0] =
(((y * 2) * srcWidth) + (x * 2)) * texelSize;
srcIndex[1] =
(((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize;
srcIndex[2] =
((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
srcIndex[3] =
((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
// Sum all pixels
for ( sample = 0; sample < 4; sample++ )
{
r += src[srcIndex[sample]];
g += src[srcIndex[sample] + 1];
b += src[srcIndex[sample] + 2];
}
// Average results
r /= 4.0;
g /= 4.0;
b /= 4.0;
// Store resulting pixels
(*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
(*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
(*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
}
}
return GL_TRUE;
}
///
// Generate an RGB8 checkerboard image
//
GLubyte* GenCheckImage( int width, int height, int checkSize )
{
int x,
y;
GLubyte *pixels = malloc( width * height * 3 );
if ( pixels == NULL )
return NULL;
for ( y = 0; y < height; y++ )
for ( x = 0; x < width; x++ )
{
GLubyte rColor = 0;
GLubyte bColor = 0;
if ( ( x / checkSize ) % 2 == 0 )
{
rColor = 255 * ( ( y / checkSize ) % 2 );
bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
}
else
{
bColor = 255 * ( ( y / checkSize ) % 2 );
rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
}
pixels[(y * height + x) * 3] = rColor;
pixels[(y * height + x) * 3 + 1] = 0;
pixels[(y * height + x) * 3 + 2] = bColor;
}
return pixels;
}
///
// Create a mipmapped 2D texture image
//
GLuint CreateMipMappedTexture2D( )
{
// Texture object handle
GLuint textureId;
int width = 256,
height = 256;
int level;
GLubyte *pixels;
GLubyte *prevImage;
GLubyte *newImage = NULL;
pixels = GenCheckImage( width, height, 8 );
if ( pixels == NULL )
return 0;
// Generate a texture object
glGenTextures ( 1, &textureId );
// Bind the texture object
glBindTexture ( GL_TEXTURE_2D, textureId );
// Load mipmap level 0
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
level = 1;
prevImage = &pixels[0];
while ( width > 1 && height > 1 )
{
int newWidth,
newHeight;
// Generate the next mipmap level
GenMipMap2D( prevImage, &newImage, width, height,
&newWidth, &newHeight );
// Load the mipmap level
glTexImage2D( GL_TEXTURE_2D, level, GL_RGB,
newWidth, newHeight, 0, GL_RGB,
GL_UNSIGNED_BYTE, newImage );
// Free the previous image
free ( prevImage );
// Set the previous image for the next iteration
prevImage = newImage;
level++;
// Half the width and height
width = newWidth;
height = newHeight;
}
free ( newImage );
// Set the filtering mode
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
return textureId;
}
///
// Initialize the shader and program object
//
int Init ( ESContext *esContext )
{
UserData *userData = esContext->userData;
GLbyte vShaderStr[] =
"uniform float u_offset; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" gl_Position.x += u_offset;\n"
" v_texCoord = a_texCoord; \n"
"} \n";
GLbyte fShaderStr[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\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->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
// Get the sampler location
userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
// Get the offset location
userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
// Load the texture
userData->textureId = CreateMipMappedTexture2D ();
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;
GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.5f, -0.5f, 0.0f, 0.75f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.5f, -0.5f, 0.0f, 0.75f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.5f, 0.5f, 0.0f, 1.5f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT );
// Use the program object
glUseProgram ( userData->programObject );
// Load the vertex position
glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT,
GL_FALSE, 6 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
glEnableVertexAttribArray ( userData->positionLoc );
glEnableVertexAttribArray ( userData->texCoordLoc );
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, userData->textureId );
// Set the sampler texture unit to 0
glUniform1i ( userData->samplerLoc, 0 );
// Draw quad with nearest sampling
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glUniform1f ( userData->offsetLoc, -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 ( userData->offsetLoc, 0.6f );
glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 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 );
}
int main ( int argc, char *argv[] )
{
ESContext esContext;
UserData userData;
esInitContext ( &esContext );
esContext.userData = &userData;
esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB );
if ( !Init ( &esContext ) )
return 0;
esRegisterDrawFunc ( &esContext, Draw );
esMainLoop ( &esContext );
ShutDown ( &esContext );
}

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@ -109,8 +109,8 @@
{
'target_name': 'mip_map_2d',
'type': 'executable',
'dependencies': [ 'es_util' ],
'sources': [ '<!@(python <(angle_path)/enumerate_files.py gles2_book/MipMap2D -types *.c *.h)' ],
'dependencies': [ 'sample_util' ],
'sources': [ '<!@(python <(angle_path)/enumerate_files.py angle/mip_map_2d -types *.cpp *.h)' ],
},
{