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