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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/samples/multi_texture/MultiTexture.cpp
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//
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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 MultiTexture.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 "tga_utils.h"
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#include "util/shader_utils.h"
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#include "util/test_utils.h"
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class MultiTextureSample : public SampleApplication
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{
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public:
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MultiTextureSample(int argc, char **argv) : SampleApplication("MultiTexture", argc, argv) {}
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GLuint loadTexture(const std::string &path)
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{
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TGAImage img;
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if (!LoadTGAImageFromFile(path, &img))
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{
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return 0;
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}
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return LoadTextureFromTGAImage(img);
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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 vec2 a_texCoord;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = a_position;
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v_texCoord = a_texCoord;
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})";
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constexpr char kFS[] = R"(precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D s_baseMap;
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uniform sampler2D s_lightMap;
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void main()
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{
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vec4 baseColor;
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vec4 lightColor;
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baseColor = texture2D(s_baseMap, v_texCoord);
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lightColor = texture2D(s_lightMap, v_texCoord);
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gl_FragColor = baseColor * (lightColor + 0.25);
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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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mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
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// Get the sampler location
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mBaseMapLoc = glGetUniformLocation(mProgram, "s_baseMap");
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mLightMapLoc = glGetUniformLocation(mProgram, "s_lightMap");
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// Load the textures
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std::stringstream baseStr;
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baseStr << angle::GetExecutableDirectory() << "/basemap.tga";
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std::stringstream lightStr;
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lightStr << angle::GetExecutableDirectory() << "/lightmap.tga";
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mBaseMapTexID = loadTexture(baseStr.str());
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mLightMapTexID = loadTexture(lightStr.str());
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if (mBaseMapTexID == 0 || mLightMapTexID == 0)
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{
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return false;
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}
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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, &mBaseMapTexID);
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glDeleteTextures(1, &mLightMapTexID);
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}
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void draw() override
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{
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GLfloat vertices[] = {
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-0.5f, 0.5f, 0.0f, // Position 0
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0.0f, 0.0f, // TexCoord 0
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-0.5f, -0.5f, 0.0f, // Position 1
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0.0f, 1.0f, // TexCoord 1
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0.5f, -0.5f, 0.0f, // Position 2
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1.0f, 1.0f, // TexCoord 2
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0.5f, 0.5f, 0.0f, // Position 3
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1.0f, 0.0f // TexCoord 3
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};
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GLushort indices[] = {0, 1, 2, 0, 2, 3};
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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, 5 * sizeof(GLfloat), vertices);
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// Load the texture coordinate
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glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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vertices + 3);
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glEnableVertexAttribArray(mPositionLoc);
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glEnableVertexAttribArray(mTexCoordLoc);
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// Bind the base map
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBaseMapTexID);
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// Set the base map sampler to texture unit to 0
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glUniform1i(mBaseMapLoc, 0);
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// Bind the light map
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mLightMapTexID);
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// Set the light map sampler to texture unit 1
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glUniform1i(mLightMapLoc, 1);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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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 mTexCoordLoc;
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// Sampler locations
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GLint mBaseMapLoc;
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GLint mLightMapLoc;
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// Texture handle
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GLuint mBaseMapTexID;
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GLuint mLightMapTexID;
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};
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int main(int argc, char **argv)
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{
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MultiTextureSample app(argc, argv);
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return app.run();
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}
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