Path: blob/main_old/samples/mip_map_2d/MipMap2D.cpp
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//1// Copyright 2014 The ANGLE Project Authors. All rights reserved.2// Use of this source code is governed by a BSD-style license that can be3// found in the LICENSE file.4//56// Based on MipMap2D.c from7// Book: OpenGL(R) ES 2.0 Programming Guide8// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner9// ISBN-10: 032150279510// ISBN-13: 978032150279711// Publisher: Addison-Wesley Professional12// URLs: http://safari.informit.com/978032156383513// http://www.opengles-book.com1415#include "SampleApplication.h"1617#include "texture_utils.h"18#include "util/shader_utils.h"1920class MipMap2DSample : public SampleApplication21{22public:23MipMap2DSample(int argc, char **argv) : SampleApplication("MipMap2D", argc, argv) {}2425bool initialize() override26{27constexpr char kVS[] = R"(uniform float u_offset;28attribute vec4 a_position;29attribute vec2 a_texCoord;30varying vec2 v_texCoord;31void main()32{33gl_Position = a_position;34gl_Position.x += u_offset;35v_texCoord = a_texCoord;36})";3738constexpr char kFS[] = R"(precision mediump float;39varying vec2 v_texCoord;40uniform sampler2D s_texture;41void main()42{43gl_FragColor = texture2D(s_texture, v_texCoord);44})";4546mProgram = CompileProgram(kVS, kFS);47if (!mProgram)48{49return false;50}5152// Get the attribute locations53mPositionLoc = glGetAttribLocation(mProgram, "a_position");54mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");5556// Get the sampler location57mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");5859// Get the offset location60mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");6162// Load the texture63mTextureID = CreateMipMappedTexture2D();6465// Check Anisotropy limits66glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy);6768glClearColor(0.0f, 0.0f, 0.0f, 0.0f);6970return true;71}7273void destroy() override74{75glDeleteProgram(mProgram);76glDeleteTextures(1, &mTextureID);77}7879void draw() override80{81const GLfloat vertices[] = {82-0.25f, 0.5f, 0.0f, 5.0f, // Position 0830.0f, 0.0f, // TexCoord 084-0.25f, -0.5f, 0.0f, 1.0f, // Position 1850.0f, 1.0f, // TexCoord 1860.25f, -0.5f, 0.0f, 1.0f, // Position 2871.0f, 1.0f, // TexCoord 2880.25f, 0.5f, 0.0f, 5.0f, // Position 3891.0f, 0.0f // TexCoord 390};91const GLushort indices[] = {0, 1, 2, 0, 2, 3};9293// Set the viewport94glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());9596// Clear the color buffer97glClear(GL_COLOR_BUFFER_BIT);9899// Use the program object100glUseProgram(mProgram);101102// Load the vertex position103glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);104// Load the texture coordinate105glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),106vertices + 4);107108glEnableVertexAttribArray(mPositionLoc);109glEnableVertexAttribArray(mTexCoordLoc);110111// Bind the texture112glActiveTexture(GL_TEXTURE0);113glBindTexture(GL_TEXTURE_2D, mTextureID);114115// Set the sampler texture unit to 0116glUniform1i(mSamplerLoc, 0);117118// Draw quad with nearest sampling119glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);120glUniform1f(mOffsetLoc, -0.6f);121glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);122123// Draw quad with trilinear filtering124glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);125glUniform1f(mOffsetLoc, 0.0f);126glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);127128// Draw quad with anisotropic filtering129glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);130glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy);131glUniform1f(mOffsetLoc, 0.6f);132glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);133glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);134}135136private:137// Handle to a program object138GLuint mProgram;139140// Attribute locations141GLint mPositionLoc;142GLint mTexCoordLoc;143144// Sampler location145GLint mSamplerLoc;146147// Offset location148GLint mOffsetLoc;149150// Texture handle151GLuint mTextureID;152153float mMaxAnisotropy;154};155156int main(int argc, char **argv)157{158MipMap2DSample app(argc, argv);159return app.run();160}161162163