File: TextureWrap.cpp

package info (click to toggle)
webkit2gtk 2.51.2-1
  • links: PTS, VCS
  • area: main
  • in suites: experimental
  • size: 457,708 kB
  • sloc: cpp: 3,884,629; javascript: 198,661; ansic: 165,298; python: 49,171; asm: 21,849; ruby: 18,095; perl: 16,914; xml: 4,623; sh: 2,397; yacc: 2,356; java: 2,019; lex: 1,330; pascal: 372; makefile: 197
file content (149 lines) | stat: -rw-r--r-- 4,531 bytes parent folder | download | duplicates (36)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
//
// Copyright 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 TextureWrap.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"

class TextureWrapSample : public SampleApplication
{
  public:
    TextureWrapSample(int argc, char **argv) : SampleApplication("TextureWrap", argc, argv) {}

    bool initialize() override
    {
        constexpr char kVS[] = R"(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;
})";

        constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
    gl_FragColor = texture2D(s_texture, v_texCoord);
})";

        mProgram = CompileProgram(kVS, kFS);
        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
        mTexture = CreateMipMappedTexture2D();

        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        return true;
    }

    void destroy() override { glDeleteProgram(mProgram); }

    void draw() override
    {
        GLfloat vertices[] = {
            -0.3f, 0.3f,  0.0f, 1.0f,  // Position 0
            -1.0f, -1.0f,              // TexCoord 0
            -0.3f, -0.3f, 0.0f, 1.0f,  // Position 1
            -1.0f, 2.0f,               // TexCoord 1
            0.3f,  -0.3f, 0.0f, 1.0f,  // Position 2
            2.0f,  2.0f,               // TexCoord 2
            0.3f,  0.3f,  0.0f, 1.0f,  // Position 3
            2.0f,  -1.0f               // TexCoord 3
        };
        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);
        glEnableVertexAttribArray(mPositionLoc);

        // Load the texture coordinate
        glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
                              vertices + 4);
        glEnableVertexAttribArray(mTexCoordLoc);

        // Set the sampler texture unit to 0
        glUniform1i(mSamplerLoc, 0);

        // Draw quad with repeat wrap mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glUniform1f(mOffsetLoc, -0.7f);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

        // Draw quad with clamp to edge wrap mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glUniform1f(mOffsetLoc, 0.0f);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

        // Draw quad with mirrored repeat
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
        glUniform1f(mOffsetLoc, 0.7f);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    }

  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 mTexture;
};

int main(int argc, char **argv)
{
    TextureWrapSample app(argc, argv);
    return app.run();
}