зеркало из https://github.com/AvaloniaUI/angle.git
133 строки
3.4 KiB
C++
133 строки
3.4 KiB
C++
//
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// Copyright 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 Simple_TextureCubemap.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 "texture_utils.h"
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#include "util/geometry_utils.h"
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#include "util/shader_utils.h"
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class SimpleTextureCubemapSample : public SampleApplication
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{
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public:
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SimpleTextureCubemapSample(int argc, char **argv)
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: SampleApplication("SimpleTextureCubemap", argc, argv)
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{}
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bool initialize() override
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{
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constexpr char kVS[] = R"(attribute vec4 a_position;
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attribute vec3 a_normal;
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varying vec3 v_normal;
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void main()
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{
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gl_Position = a_position;
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v_normal = a_normal;
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})";
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constexpr char kFS[] = R"(precision mediump float;
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varying vec3 v_normal;
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uniform samplerCube s_texture;
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void main()
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{
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gl_FragColor = textureCube(s_texture, v_normal);
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})";
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mProgram = CompileProgram(kVS, kFS);
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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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mNormalLoc = glGetAttribLocation(mProgram, "a_normal");
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// Get the sampler locations
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mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
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// Load the texture
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mTexture = CreateSimpleTextureCubemap();
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// Generate the geometry data
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CreateSphereGeometry(128, 0.75f, &mSphere);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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return true;
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}
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void destroy() override
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{
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glDeleteProgram(mProgram);
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glDeleteTextures(1, &mTexture);
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}
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void draw() override
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{
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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, 3, GL_FLOAT, GL_FALSE, 0, mSphere.positions.data());
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glEnableVertexAttribArray(mPositionLoc);
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// Load the normal
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glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.normals.data());
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glEnableVertexAttribArray(mNormalLoc);
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// Bind the texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
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// Set the texture sampler to texture unit to 0
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glUniform1i(mSamplerLoc, 0);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mSphere.indices.size()),
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GL_UNSIGNED_SHORT, mSphere.indices.data());
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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 mNormalLoc;
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// Sampler location
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GLint mSamplerLoc;
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// Texture handle
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GLuint mTexture;
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// Geometry data
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SphereGeometry mSphere;
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};
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int main(int argc, char **argv)
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{
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SimpleTextureCubemapSample app(argc, argv);
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return app.run();
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}
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