angle/samples/multiple_draw_buffers/MultipleDrawBuffers.cpp

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7.5 KiB
C++

//
// 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_Texture2D.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 "system_utils.h"
#include "texture_utils.h"
#include <cstring>
#include <iostream>
class MultipleDrawBuffersSample : public SampleApplication
{
public:
MultipleDrawBuffersSample()
: SampleApplication("MultipleDrawBuffers", 1280, 720)
{
}
virtual bool initialize()
{
// Check EXT_draw_buffers is supported
char *extensionString = (char*)glGetString(GL_EXTENSIONS);
if (strstr(extensionString, "GL_EXT_draw_buffers") != nullptr)
{
// Retrieve the address of glDrawBuffersEXT from EGL
mDrawBuffers = (PFNGLDRAWBUFFERSEXTPROC)eglGetProcAddress("glDrawBuffersEXT");
}
else
{
mDrawBuffers = glDrawBuffers;
}
if (!mDrawBuffers)
{
std::cerr << "Unable to load glDrawBuffers[EXT] entry point.";
return false;
}
std::stringstream vsStream;
vsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_vs.glsl";
std::stringstream fsStream;
fsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_fs.glsl";
std::stringstream copyFsStream;
fsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_copy_fs.glsl";
mMRTProgram = CompileProgramFromFiles(vsStream.str(), fsStream.str());
if (!mMRTProgram)
{
return false;
}
mCopyProgram = CompileProgramFromFiles(vsStream.str(), copyFsStream.str());
if (!mCopyProgram)
{
return false;
}
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mCopyProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mCopyProgram, "a_texCoord");
// Get the sampler location
mSamplerLoc = glGetUniformLocation(mCopyProgram, "s_texture");
// Load the texture
mTexture = CreateSimpleTexture2D();
// Initialize the user framebuffer
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(mFramebufferAttachmentCount, mFramebufferTextures);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
for (size_t i = 0; i < mFramebufferAttachmentCount; i++)
{
// Create textures for the four color attachments
glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindow()->getWidth(),
getWindow()->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER,
static_cast<GLenum>(GL_COLOR_ATTACHMENT0_EXT + i), GL_TEXTURE_2D,
mFramebufferTextures[i], 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return true;
}
virtual void destroy()
{
glDeleteProgram(mCopyProgram);
glDeleteProgram(mMRTProgram);
glDeleteTextures(1, &mTexture);
glDeleteTextures(mFramebufferAttachmentCount, mFramebufferTextures);
glDeleteFramebuffers(1, &mFramebuffer);
}
virtual void draw()
{
GLfloat vertices[] =
{
-0.8f, 0.8f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.8f, -0.8f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.8f, -0.8f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.8f, 0.8f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
GLenum drawBuffers[mFramebufferAttachmentCount] =
{
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT
};
// Enable drawing to the four color attachments of the user framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
mDrawBuffers(mFramebufferAttachmentCount, drawBuffers);
// Set the viewport
GLint width = static_cast<GLint>(getWindow()->getWidth());
GLint height = static_cast<GLint>(getWindow()->getHeight());
glViewport(0, 0, width, height);
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mMRTProgram);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
glEnableVertexAttribArray(mPositionLoc);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
glEnableVertexAttribArray(mTexCoordLoc);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture);
// Set the sampler texture unit to 0
glUniform1i(mSamplerLoc, 0);
// Draw the textured quad to the four render targets
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
// Enable the default framebuffer and single textured drawing
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(mCopyProgram);
// Draw the four textured quads to a separate region in the viewport
glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[0]);
glViewport(0, 0, width / 2, height / 2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[1]);
glViewport(width / 2, 0, width / 2, height / 2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[2]);
glViewport(0, height / 2, width / 2, height / 2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[3]);
glViewport(width / 2, height / 2, width / 2, height / 2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
private:
// Handle to a program object
GLuint mMRTProgram;
GLuint mCopyProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler location
GLint mSamplerLoc;
// Texture handle
GLuint mTexture;
// Framebuffer object handle
GLuint mFramebuffer;
// Framebuffer color attachments
static const size_t mFramebufferAttachmentCount = 4;
GLuint mFramebufferTextures[mFramebufferAttachmentCount];
// Loaded draw buffer entry points
PFNGLDRAWBUFFERSEXTPROC mDrawBuffers;
};
int main(int argc, char **argv)
{
MultipleDrawBuffersSample app;
return app.run();
}