зеркало из https://github.com/AvaloniaUI/angle.git
109 строки
2.9 KiB
C++
109 строки
2.9 KiB
C++
//
|
|
// Copyright 2018 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 "texture_utils.h"
|
|
#include "util/shader_utils.h"
|
|
#include "util/test_utils.h"
|
|
|
|
#include <GLES/gl.h>
|
|
#include <GLES/glext.h>
|
|
|
|
class GLES1DrawTextureSample : public SampleApplication
|
|
{
|
|
public:
|
|
GLES1DrawTextureSample(int argc, char **argv)
|
|
: SampleApplication("GLES1DrawTexture", argc, argv, 1, 0, 1280, 800)
|
|
{}
|
|
|
|
bool initialize() override
|
|
{
|
|
// Load the texture
|
|
mTexture = CreateSimpleTexture2D();
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, mTexture);
|
|
|
|
GLint crop[4] = {0, 0, 2, 2};
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
|
|
|
|
return true;
|
|
}
|
|
|
|
void destroy() override { glDeleteTextures(1, &mTexture); }
|
|
|
|
void draw() override
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
GLint windowWidth = getWindow()->getWidth();
|
|
GLint windowHeight = getWindow()->getHeight();
|
|
|
|
glDrawTexiOES(mX, mY, 0, mWidth, mHeight);
|
|
glDrawTexiOES(windowWidth - mX, mY, 0, mWidth, mHeight);
|
|
glDrawTexiOES(mX, windowHeight - mY, 0, mWidth, mHeight);
|
|
glDrawTexiOES(windowWidth - mX, windowHeight - mY, 0, mWidth, mHeight);
|
|
|
|
mX += mReverseX ? -1 : 1;
|
|
mY += mReverseY ? -1 : 1;
|
|
|
|
if (mX + mWidth >= windowWidth)
|
|
mReverseX = true;
|
|
if (mX < 0)
|
|
mReverseX = false;
|
|
|
|
if (mY + mHeight >= windowHeight)
|
|
mReverseY = true;
|
|
if (mY < 0)
|
|
mReverseY = false;
|
|
|
|
++mWidth;
|
|
++mHeight;
|
|
if (mWidth >= windowWidth)
|
|
mWidth = 0;
|
|
if (mHeight >= windowHeight)
|
|
mHeight = 0;
|
|
|
|
angle::Sleep(16);
|
|
}
|
|
|
|
private:
|
|
// Texture handle
|
|
GLuint mTexture = 0;
|
|
|
|
// Draw texture coordinates and dimensions to loop through
|
|
GLint mX = 0;
|
|
GLint mY = 0;
|
|
GLint mWidth = 0;
|
|
GLint mHeight = 0;
|
|
|
|
bool mReverseX = false;
|
|
bool mReverseY = false;
|
|
};
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
GLES1DrawTextureSample app(argc, argv);
|
|
return app.run();
|
|
}
|