Added a few samples from GLES 2.0 book.
git-svn-id: https://angleproject.googlecode.com/svn/trunk@63 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/samples/gles2_book/Common/Win32/esUtil_TGA.c b/samples/gles2_book/Common/Win32/esUtil_TGA.c
new file mode 100644
index 0000000..9d31df8
--- /dev/null
+++ b/samples/gles2_book/Common/Win32/esUtil_TGA.c
@@ -0,0 +1,123 @@
+//
+// 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
+//
+
+// esUtil_TGA.c
+//
+// This file contains the Win32 implementation of a TGA image loader
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+///
+// Macros
+//
+#define INVERTED_BIT (1 << 5)
+
+///
+// Types
+//
+#pragma pack(push,x1) // Byte alignment (8-bit)
+#pragma pack(1)
+
+typedef struct
+{
+ unsigned char IdSize,
+ MapType,
+ ImageType;
+ unsigned short PaletteStart,
+ PaletteSize;
+ unsigned char PaletteEntryDepth;
+ unsigned short X,
+ Y,
+ Width,
+ Height;
+ unsigned char ColorDepth,
+ Descriptor;
+
+} TGA_HEADER;
+
+#pragma pack(pop,x1)
+
+////////////////////////////////////////////////////////////////////////////////////
+//
+// Private Functions
+//
+
+////////////////////////////////////////////////////////////////////////////////////
+//
+// Public Functions
+//
+//
+
+
+///
+// WinTGALoad()
+//
+int WinTGALoad( const char *fileName, char **buffer, int *width, int *height )
+{
+ FILE *fp;
+ TGA_HEADER Header;
+
+ if ( fopen_s ( &fp, fileName, "rb" ) != 0 )
+ {
+ return FALSE;
+ }
+
+ if ( fp == NULL )
+ {
+ return FALSE;
+ }
+
+ fread ( &Header, sizeof(TGA_HEADER), 1, fp );
+
+ *width = Header.Width;
+ *height = Header.Height;
+
+ if ( Header.ColorDepth == 24 )
+ {
+ RGBTRIPLE *Buffer24;
+
+ Buffer24= (RGBTRIPLE*)malloc(sizeof(RGBTRIPLE) * (*width) * (*height));
+
+ if(Buffer24)
+ {
+ int i=0;
+ int x,
+ y;
+
+ fread(Buffer24, sizeof(RGBTRIPLE), (*width) * (*height), fp);
+
+ *buffer= (LPSTR) malloc(3 * (*width) * (*height));
+
+ for ( y = 0; y < *height; y++ )
+ for( x = 0; x < *width; x++ )
+ {
+ int Index= y * (*width) + x;
+
+ if(!(Header.Descriptor & INVERTED_BIT))
+ Index= ((*height) - 1 - y) * (*width) + x;
+
+ (*buffer)[(i * 3)]= Buffer24[Index].rgbtRed;
+ (*buffer)[(i * 3) + 1]= Buffer24[Index].rgbtGreen;
+ (*buffer)[(i * 3) + 2]= Buffer24[Index].rgbtBlue;
+
+ i++;
+ }
+
+ fclose(fp);
+ free(Buffer24);
+ return(TRUE);
+ }
+ }
+
+ return(FALSE);
+}
diff --git a/samples/gles2_book/Common/Win32/esUtil_win32.c b/samples/gles2_book/Common/Win32/esUtil_win32.c
new file mode 100644
index 0000000..9c14b39
--- /dev/null
+++ b/samples/gles2_book/Common/Win32/esUtil_win32.c
@@ -0,0 +1,183 @@
+//
+// 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
+//
+
+// esUtil_win32.c
+//
+// This file contains the Win32 implementation of the windowing functions.
+
+
+///
+// Includes
+//
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#include "esUtil.h"
+
+//////////////////////////////////////////////////////////////////
+//
+// Private Functions
+//
+//
+
+///
+// ESWindowProc()
+//
+// Main window procedure
+//
+LRESULT WINAPI ESWindowProc ( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
+{
+ LRESULT lRet = 1;
+
+ switch (uMsg)
+ {
+ case WM_CREATE:
+ break;
+
+ case WM_PAINT:
+ {
+ ESContext *esContext = (ESContext*)(LONG_PTR) GetWindowLongPtr ( hWnd, GWL_USERDATA );
+
+ if ( esContext && esContext->drawFunc )
+ esContext->drawFunc ( esContext );
+
+ ValidateRect( esContext->hWnd, NULL );
+ }
+ break;
+
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+
+ case WM_CHAR:
+ {
+ POINT point;
+ ESContext *esContext = (ESContext*)(LONG_PTR) GetWindowLongPtr ( hWnd, GWL_USERDATA );
+
+ GetCursorPos( &point );
+
+ if ( esContext && esContext->keyFunc )
+ esContext->keyFunc ( esContext, (unsigned char) wParam,
+ (int) point.x, (int) point.y );
+}
+ break;
+
+ default:
+ lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
+ break;
+ }
+
+ return lRet;
+}
+
+//////////////////////////////////////////////////////////////////
+//
+// Public Functions
+//
+//
+
+///
+// WinCreate()
+//
+// Create Win32 instance and window
+//
+GLboolean WinCreate ( ESContext *esContext, const char *title )
+{
+ WNDCLASS wndclass = {0};
+ DWORD wStyle = 0;
+ RECT windowRect;
+ HINSTANCE hInstance = GetModuleHandle(NULL);
+
+
+ wndclass.style = CS_OWNDC;
+ wndclass.lpfnWndProc = (WNDPROC)ESWindowProc;
+ wndclass.hInstance = hInstance;
+ wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
+ wndclass.lpszClassName = "opengles2.0";
+
+ if (!RegisterClass (&wndclass) )
+ return FALSE;
+
+ wStyle = WS_VISIBLE | WS_POPUP | WS_BORDER | WS_SYSMENU | WS_CAPTION;
+
+ // Adjust the window rectangle so that the client area has
+ // the correct number of pixels
+ windowRect.left = 0;
+ windowRect.top = 0;
+ windowRect.right = esContext->width;
+ windowRect.bottom = esContext->height;
+
+ AdjustWindowRect ( &windowRect, wStyle, FALSE );
+
+
+
+ esContext->hWnd = CreateWindow(
+ "opengles2.0",
+ title,
+ wStyle,
+ 0,
+ 0,
+ windowRect.right - windowRect.left,
+ windowRect.bottom - windowRect.top,
+ NULL,
+ NULL,
+ hInstance,
+ NULL);
+
+ // Set the ESContext* to the GWL_USERDATA so that it is available to the
+ // ESWindowProc
+ SetWindowLongPtr ( esContext->hWnd, GWL_USERDATA, (LONG) (LONG_PTR) esContext );
+
+
+ if ( esContext->hWnd == NULL )
+ return GL_FALSE;
+
+ ShowWindow ( esContext->hWnd, TRUE );
+
+ return GL_TRUE;
+}
+
+///
+// winLoop()
+//
+// Start main windows loop
+//
+void WinLoop ( ESContext *esContext )
+{
+ MSG msg = { 0 };
+ int done = 0;
+ DWORD lastTime = GetTickCount();
+
+ while (!done)
+ {
+ int gotMsg = (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) != 0);
+ DWORD curTime = GetTickCount();
+ float deltaTime = (float)( curTime - lastTime ) / 1000.0f;
+ lastTime = curTime;
+
+ if ( gotMsg )
+ {
+ if (msg.message==WM_QUIT)
+ {
+ done=1;
+ }
+ else
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ }
+ else
+ SendMessage( esContext->hWnd, WM_PAINT, 0, 0 );
+
+ // Call update function if registered
+ if ( esContext->updateFunc != NULL )
+ esContext->updateFunc ( esContext, deltaTime );
+ }
+}
diff --git a/samples/gles2_book/Common/esShader.c b/samples/gles2_book/Common/esShader.c
new file mode 100644
index 0000000..a2bb6e5
--- /dev/null
+++ b/samples/gles2_book/Common/esShader.c
@@ -0,0 +1,155 @@
+//
+// 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
+//
+
+// ESShader.c
+//
+// Utility functions for loading shaders and creating program objects.
+//
+
+///
+// Includes
+//
+#include "esUtil.h"
+#include <stdlib.h>
+
+//////////////////////////////////////////////////////////////////
+//
+// Private Functions
+//
+//
+
+
+
+//////////////////////////////////////////////////////////////////
+//
+// Public Functions
+//
+//
+
+//
+///
+/// \brief Load a shader, check for compile errors, print error messages to output log
+/// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
+/// \param shaderSrc Shader source string
+/// \return A new shader object on success, 0 on failure
+//
+GLuint ESUTIL_API esLoadShader ( GLenum type, const char *shaderSrc )
+{
+ GLuint shader;
+ GLint compiled;
+
+ // Create the shader object
+ shader = glCreateShader ( type );
+
+ if ( shader == 0 )
+ return 0;
+
+ // Load the shader source
+ glShaderSource ( shader, 1, &shaderSrc, NULL );
+
+ // Compile the shader
+ glCompileShader ( shader );
+
+ // Check the compile status
+ glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
+
+ if ( !compiled )
+ {
+ GLint infoLen = 0;
+
+ glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
+
+ if ( infoLen > 1 )
+ {
+ char* infoLog = malloc (sizeof(char) * infoLen );
+
+ glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
+ esLogMessage ( "Error compiling shader:\n%s\n", infoLog );
+
+ free ( infoLog );
+ }
+
+ glDeleteShader ( shader );
+ return 0;
+ }
+
+ return shader;
+
+}
+
+
+//
+///
+/// \brief Load a vertex and fragment shader, create a program object, link program.
+// Errors output to log.
+/// \param vertShaderSrc Vertex shader source code
+/// \param fragShaderSrc Fragment shader source code
+/// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
+//
+GLuint ESUTIL_API esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc )
+{
+ GLuint vertexShader;
+ GLuint fragmentShader;
+ GLuint programObject;
+ GLint linked;
+
+ // Load the vertex/fragment shaders
+ vertexShader = esLoadShader ( GL_VERTEX_SHADER, vertShaderSrc );
+ if ( vertexShader == 0 )
+ return 0;
+
+ fragmentShader = esLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrc );
+ if ( fragmentShader == 0 )
+ {
+ glDeleteShader( vertexShader );
+ return 0;
+ }
+
+ // Create the program object
+ programObject = glCreateProgram ( );
+
+ if ( programObject == 0 )
+ return 0;
+
+ glAttachShader ( programObject, vertexShader );
+ glAttachShader ( programObject, fragmentShader );
+
+ // Link the program
+ glLinkProgram ( programObject );
+
+ // Check the link status
+ glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
+
+ if ( !linked )
+ {
+ GLint infoLen = 0;
+
+ glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
+
+ if ( infoLen > 1 )
+ {
+ char* infoLog = malloc (sizeof(char) * infoLen );
+
+ glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
+ esLogMessage ( "Error linking program:\n%s\n", infoLog );
+
+ free ( infoLog );
+ }
+
+ glDeleteProgram ( programObject );
+ return 0;
+ }
+
+ // Free up no longer needed shader resources
+ glDeleteShader ( vertexShader );
+ glDeleteShader ( fragmentShader );
+
+ return programObject;
+}
diff --git a/samples/gles2_book/Common/esShapes.c b/samples/gles2_book/Common/esShapes.c
new file mode 100644
index 0000000..6813534
--- /dev/null
+++ b/samples/gles2_book/Common/esShapes.c
@@ -0,0 +1,279 @@
+//
+// 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
+//
+
+// ESShapes.c
+//
+// Utility functions for generating shapes
+//
+
+///
+// Includes
+//
+#include "esUtil.h"
+#include <stdlib.h>
+#include <math.h>
+
+///
+// Defines
+//
+#define ES_PI (3.14159265f)
+
+//////////////////////////////////////////////////////////////////
+//
+// Private Functions
+//
+//
+
+
+
+//////////////////////////////////////////////////////////////////
+//
+// Public Functions
+//
+//
+
+//
+/// \brief Generates geometry for a sphere. Allocates memory for the vertex data and stores
+/// the results in the arrays. Generate index list for a TRIANGLE_STRIP
+/// \param numSlices The number of slices in the sphere
+/// \param vertices If not NULL, will contain array of float3 positions
+/// \param normals If not NULL, will contain array of float3 normals
+/// \param texCoords If not NULL, will contain array of float2 texCoords
+/// \param indices If not NULL, will contain the array of indices for the triangle strip
+/// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array
+/// if it is not NULL ) as a GL_TRIANGLE_STRIP
+//
+int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals,
+ GLfloat **texCoords, GLushort **indices )
+{
+ int i;
+ int j;
+ int numParallels = numSlices / 2;
+ int numVertices = ( numParallels + 1 ) * ( numSlices + 1 );
+ int numIndices = numParallels * numSlices * 6;
+ float angleStep = (2.0f * ES_PI) / ((float) numSlices);
+
+ // Allocate memory for buffers
+ if ( vertices != NULL )
+ *vertices = malloc ( sizeof(GLfloat) * 3 * numVertices );
+
+ if ( normals != NULL )
+ *normals = malloc ( sizeof(GLfloat) * 3 * numVertices );
+
+ if ( texCoords != NULL )
+ *texCoords = malloc ( sizeof(GLfloat) * 2 * numVertices );
+
+ if ( indices != NULL )
+ *indices = malloc ( sizeof(GLushort) * numIndices );
+
+ for ( i = 0; i < numParallels + 1; i++ )
+ {
+ for ( j = 0; j < numSlices + 1; j++ )
+ {
+ int vertex = ( i * (numSlices + 1) + j ) * 3;
+
+ if ( vertices )
+ {
+ (*vertices)[vertex + 0] = radius * sinf ( angleStep * (float)i ) *
+ sinf ( angleStep * (float)j );
+ (*vertices)[vertex + 1] = radius * cosf ( angleStep * (float)i );
+ (*vertices)[vertex + 2] = radius * sinf ( angleStep * (float)i ) *
+ cosf ( angleStep * (float)j );
+ }
+
+ if ( normals )
+ {
+ (*normals)[vertex + 0] = (*vertices)[vertex + 0] / radius;
+ (*normals)[vertex + 1] = (*vertices)[vertex + 1] / radius;
+ (*normals)[vertex + 2] = (*vertices)[vertex + 2] / radius;
+ }
+
+ if ( texCoords )
+ {
+ int texIndex = ( i * (numSlices + 1) + j ) * 2;
+ (*texCoords)[texIndex + 0] = (float) j / (float) numSlices;
+ (*texCoords)[texIndex + 1] = ( 1.0f - (float) i ) / (float) (numParallels - 1 );
+ }
+ }
+ }
+
+ // Generate the indices
+ if ( indices != NULL )
+ {
+ GLushort *indexBuf = (*indices);
+ for ( i = 0; i < numParallels ; i++ )
+ {
+ for ( j = 0; j < numSlices; j++ )
+ {
+ *indexBuf++ = i * ( numSlices + 1 ) + j;
+ *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + j;
+ *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + ( j + 1 );
+
+ *indexBuf++ = i * ( numSlices + 1 ) + j;
+ *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + ( j + 1 );
+ *indexBuf++ = i * ( numSlices + 1 ) + ( j + 1 );
+ }
+ }
+ }
+
+ return numIndices;
+}
+
+//
+/// \brief Generates geometry for a cube. Allocates memory for the vertex data and stores
+/// the results in the arrays. Generate index list for a TRIANGLES
+/// \param scale The size of the cube, use 1.0 for a unit cube.
+/// \param vertices If not NULL, will contain array of float3 positions
+/// \param normals If not NULL, will contain array of float3 normals
+/// \param texCoords If not NULL, will contain array of float2 texCoords
+/// \param indices If not NULL, will contain the array of indices for the triangle strip
+/// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array
+/// if it is not NULL ) as a GL_TRIANGLE_STRIP
+//
+int ESUTIL_API esGenCube ( float scale, GLfloat **vertices, GLfloat **normals,
+ GLfloat **texCoords, GLushort **indices )
+{
+ int i;
+ int numVertices = 24;
+ int numIndices = 36;
+
+ GLfloat cubeVerts[] =
+ {
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ 0.5f, -0.5f, 0.5f,
+ 0.5f, -0.5f, -0.5f,
+ -0.5f, 0.5f, -0.5f,
+ -0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, -0.5f,
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, 0.5f, -0.5f,
+ 0.5f, 0.5f, -0.5f,
+ 0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ -0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, -0.5f, 0.5f,
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ -0.5f, 0.5f, 0.5f,
+ -0.5f, 0.5f, -0.5f,
+ 0.5f, -0.5f, -0.5f,
+ 0.5f, -0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, -0.5f,
+ };
+
+ GLfloat cubeNormals[] =
+ {
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, -1.0f,
+ 0.0f, 0.0f, -1.0f,
+ 0.0f, 0.0f, -1.0f,
+ 0.0f, 0.0f, -1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ };
+
+ GLfloat cubeTex[] =
+ {
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f,
+ };
+
+ // Allocate memory for buffers
+ if ( vertices != NULL )
+ {
+ *vertices = malloc ( sizeof(GLfloat) * 3 * numVertices );
+ memcpy( *vertices, cubeVerts, sizeof( cubeVerts ) );
+ for ( i = 0; i < numVertices; i++ )
+ {
+ (*vertices)[i] *= scale;
+ }
+ }
+
+ if ( normals != NULL )
+ {
+ *normals = malloc ( sizeof(GLfloat) * 3 * numVertices );
+ memcpy( *normals, cubeNormals, sizeof( cubeNormals ) );
+ }
+
+ if ( texCoords != NULL )
+ {
+ *texCoords = malloc ( sizeof(GLfloat) * 2 * numVertices );
+ memcpy( *texCoords, cubeTex, sizeof( cubeTex ) ) ;
+ }
+
+
+ // Generate the indices
+ if ( indices != NULL )
+ {
+ GLushort cubeIndices[] =
+ {
+ 0, 2, 1,
+ 0, 3, 2,
+ 4, 5, 6,
+ 4, 6, 7,
+ 8, 9, 10,
+ 8, 10, 11,
+ 12, 15, 14,
+ 12, 14, 13,
+ 16, 17, 18,
+ 16, 18, 19,
+ 20, 23, 22,
+ 20, 22, 21
+ };
+
+ *indices = malloc ( sizeof(GLushort) * numIndices );
+ memcpy( *indices, cubeIndices, sizeof( cubeIndices ) );
+ }
+
+ return numIndices;
+}
diff --git a/samples/gles2_book/Common/esTransform.c b/samples/gles2_book/Common/esTransform.c
new file mode 100644
index 0000000..587e80b
--- /dev/null
+++ b/samples/gles2_book/Common/esTransform.c
@@ -0,0 +1,212 @@
+//
+// 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
+//
+
+// ESUtil.c
+//
+// A utility library for OpenGL ES. This library provides a
+// basic common framework for the example applications in the
+// OpenGL ES 2.0 Programming Guide.
+//
+
+///
+// Includes
+//
+#include "esUtil.h"
+#include <math.h>
+
+#define PI 3.1415926535897932384626433832795f
+
+void ESUTIL_API
+esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
+{
+ result->m[0][0] *= sx;
+ result->m[0][1] *= sx;
+ result->m[0][2] *= sx;
+ result->m[0][3] *= sx;
+
+ result->m[1][0] *= sy;
+ result->m[1][1] *= sy;
+ result->m[1][2] *= sy;
+ result->m[1][3] *= sy;
+
+ result->m[2][0] *= sz;
+ result->m[2][1] *= sz;
+ result->m[2][2] *= sz;
+ result->m[2][3] *= sz;
+}
+
+void ESUTIL_API
+esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
+{
+ result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
+ result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
+ result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
+ result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
+}
+
+void ESUTIL_API
+esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat sinAngle, cosAngle;
+ GLfloat mag = sqrtf(x * x + y * y + z * z);
+
+ sinAngle = sinf ( angle * PI / 180.0f );
+ cosAngle = cosf ( angle * PI / 180.0f );
+ if ( mag > 0.0f )
+ {
+ GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
+ GLfloat oneMinusCos;
+ ESMatrix rotMat;
+
+ x /= mag;
+ y /= mag;
+ z /= mag;
+
+ xx = x * x;
+ yy = y * y;
+ zz = z * z;
+ xy = x * y;
+ yz = y * z;
+ zx = z * x;
+ xs = x * sinAngle;
+ ys = y * sinAngle;
+ zs = z * sinAngle;
+ oneMinusCos = 1.0f - cosAngle;
+
+ rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
+ rotMat.m[0][1] = (oneMinusCos * xy) - zs;
+ rotMat.m[0][2] = (oneMinusCos * zx) + ys;
+ rotMat.m[0][3] = 0.0F;
+
+ rotMat.m[1][0] = (oneMinusCos * xy) + zs;
+ rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
+ rotMat.m[1][2] = (oneMinusCos * yz) - xs;
+ rotMat.m[1][3] = 0.0F;
+
+ rotMat.m[2][0] = (oneMinusCos * zx) - ys;
+ rotMat.m[2][1] = (oneMinusCos * yz) + xs;
+ rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
+ rotMat.m[2][3] = 0.0F;
+
+ rotMat.m[3][0] = 0.0F;
+ rotMat.m[3][1] = 0.0F;
+ rotMat.m[3][2] = 0.0F;
+ rotMat.m[3][3] = 1.0F;
+
+ esMatrixMultiply( result, &rotMat, result );
+ }
+}
+
+void ESUTIL_API
+esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
+{
+ float deltaX = right - left;
+ float deltaY = top - bottom;
+ float deltaZ = farZ - nearZ;
+ ESMatrix frust;
+
+ if ( (nearZ <= 0.0f) || (farZ <= 0.0f) ||
+ (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) )
+ return;
+
+ frust.m[0][0] = 2.0f * nearZ / deltaX;
+ frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
+
+ frust.m[1][1] = 2.0f * nearZ / deltaY;
+ frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
+
+ frust.m[2][0] = (right + left) / deltaX;
+ frust.m[2][1] = (top + bottom) / deltaY;
+ frust.m[2][2] = -(nearZ + farZ) / deltaZ;
+ frust.m[2][3] = -1.0f;
+
+ frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
+ frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
+
+ esMatrixMultiply(result, &frust, result);
+}
+
+
+void ESUTIL_API
+esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ)
+{
+ GLfloat frustumW, frustumH;
+
+ frustumH = tanf( fovy / 360.0f * PI ) * nearZ;
+ frustumW = frustumH * aspect;
+
+ esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ );
+}
+
+void ESUTIL_API
+esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
+{
+ float deltaX = right - left;
+ float deltaY = top - bottom;
+ float deltaZ = farZ - nearZ;
+ ESMatrix ortho;
+
+ if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
+ return;
+
+ esMatrixLoadIdentity(&ortho);
+ ortho.m[0][0] = 2.0f / deltaX;
+ ortho.m[3][0] = -(right + left) / deltaX;
+ ortho.m[1][1] = 2.0f / deltaY;
+ ortho.m[3][1] = -(top + bottom) / deltaY;
+ ortho.m[2][2] = -2.0f / deltaZ;
+ ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
+
+ esMatrixMultiply(result, &ortho, result);
+}
+
+
+void ESUTIL_API
+esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
+{
+ ESMatrix tmp;
+ int i;
+
+ for (i=0; i<4; i++)
+ {
+ tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) +
+ (srcA->m[i][1] * srcB->m[1][0]) +
+ (srcA->m[i][2] * srcB->m[2][0]) +
+ (srcA->m[i][3] * srcB->m[3][0]) ;
+
+ tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) +
+ (srcA->m[i][1] * srcB->m[1][1]) +
+ (srcA->m[i][2] * srcB->m[2][1]) +
+ (srcA->m[i][3] * srcB->m[3][1]) ;
+
+ tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) +
+ (srcA->m[i][1] * srcB->m[1][2]) +
+ (srcA->m[i][2] * srcB->m[2][2]) +
+ (srcA->m[i][3] * srcB->m[3][2]) ;
+
+ tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) +
+ (srcA->m[i][1] * srcB->m[1][3]) +
+ (srcA->m[i][2] * srcB->m[2][3]) +
+ (srcA->m[i][3] * srcB->m[3][3]) ;
+ }
+ memcpy(result, &tmp, sizeof(ESMatrix));
+}
+
+
+void ESUTIL_API
+esMatrixLoadIdentity(ESMatrix *result)
+{
+ memset(result, 0x0, sizeof(ESMatrix));
+ result->m[0][0] = 1.0f;
+ result->m[1][1] = 1.0f;
+ result->m[2][2] = 1.0f;
+ result->m[3][3] = 1.0f;
+}
+
diff --git a/samples/gles2_book/Common/esUtil.c b/samples/gles2_book/Common/esUtil.c
new file mode 100644
index 0000000..6bb49d9
--- /dev/null
+++ b/samples/gles2_book/Common/esUtil.c
@@ -0,0 +1,246 @@
+//
+// 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
+//
+
+// ESUtil.c
+//
+// A utility library for OpenGL ES. This library provides a
+// basic common framework for the example applications in the
+// OpenGL ES 2.0 Programming Guide.
+//
+
+///
+// Includes
+//
+#include <stdio.h>
+#include <stdlib.h>
+#include <GLES2/gl2.h>
+#include <EGL/egl.h>
+#include "esUtil.h"
+#include "esUtil_win.h"
+
+
+
+
+///
+// CreateEGLContext()
+//
+// Creates an EGL rendering context and all associated elements
+//
+EGLBoolean CreateEGLContext ( EGLNativeWindowType hWnd, EGLDisplay* eglDisplay,
+ EGLContext* eglContext, EGLSurface* eglSurface,
+ EGLint attribList[])
+{
+ EGLint numConfigs;
+ EGLint majorVersion;
+ EGLint minorVersion;
+ EGLDisplay display;
+ EGLContext context;
+ EGLSurface surface;
+ EGLConfig config;
+ EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
+
+ // Get Display
+ display = eglGetDisplay(GetDC(hWnd));
+ if ( display == EGL_NO_DISPLAY )
+ {
+ return EGL_FALSE;
+ }
+
+ // Initialize EGL
+ if ( !eglInitialize(display, &majorVersion, &minorVersion) )
+ {
+ return EGL_FALSE;
+ }
+
+ // Get configs
+ if ( !eglGetConfigs(display, NULL, 0, &numConfigs) )
+ {
+ return EGL_FALSE;
+ }
+
+ // Choose config
+ if ( !eglChooseConfig(display, attribList, &config, 1, &numConfigs) )
+ {
+ return EGL_FALSE;
+ }
+
+ // Create a surface
+ surface = eglCreateWindowSurface(display, config, (EGLNativeWindowType)hWnd, NULL);
+ if ( surface == EGL_NO_SURFACE )
+ {
+ return EGL_FALSE;
+ }
+
+ // Create a GL context
+ context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs );
+ if ( context == EGL_NO_CONTEXT )
+ {
+ return EGL_FALSE;
+ }
+
+ // Make the context current
+ if ( !eglMakeCurrent(display, surface, surface, context) )
+ {
+ return EGL_FALSE;
+ }
+
+ *eglDisplay = display;
+ *eglSurface = surface;
+ *eglContext = context;
+ return EGL_TRUE;
+}
+
+//////////////////////////////////////////////////////////////////
+//
+// Public Functions
+//
+//
+
+///
+// esInitContext()
+//
+// Initialize ES utility context. This must be called before calling any other
+// functions.
+//
+void ESUTIL_API esInitContext ( ESContext *esContext )
+{
+ if ( esContext != NULL )
+ {
+ memset( esContext, 0, sizeof( ESContext) );
+ }
+}
+
+///
+// esCreateWindow()
+//
+// title - name for title bar of window
+// width - width of window to create
+// height - height of window to create
+// flags - bitwise or of window creation flags
+// ES_WINDOW_ALPHA - specifies that the framebuffer should have alpha
+// ES_WINDOW_DEPTH - specifies that a depth buffer should be created
+// ES_WINDOW_STENCIL - specifies that a stencil buffer should be created
+// ES_WINDOW_MULTISAMPLE - specifies that a multi-sample buffer should be created
+//
+GLboolean ESUTIL_API esCreateWindow ( ESContext *esContext, const char* title, GLint width, GLint height, GLuint flags )
+{
+ EGLint attribList[] =
+ {
+ EGL_RED_SIZE, 5,
+ EGL_GREEN_SIZE, 6,
+ EGL_BLUE_SIZE, 5,
+ EGL_ALPHA_SIZE, (flags & ES_WINDOW_ALPHA) ? 8 : EGL_DONT_CARE,
+ EGL_DEPTH_SIZE, (flags & ES_WINDOW_DEPTH) ? 8 : EGL_DONT_CARE,
+ EGL_STENCIL_SIZE, (flags & ES_WINDOW_STENCIL) ? 8 : EGL_DONT_CARE,
+ EGL_SAMPLE_BUFFERS, (flags & ES_WINDOW_MULTISAMPLE) ? 1 : 0,
+ EGL_NONE
+ };
+
+ if ( esContext == NULL )
+ {
+ return GL_FALSE;
+ }
+
+ esContext->width = width;
+ esContext->height = height;
+
+ if ( !WinCreate ( esContext, title) )
+ {
+ return GL_FALSE;
+ }
+
+
+ if ( !CreateEGLContext ( esContext->hWnd,
+ &esContext->eglDisplay,
+ &esContext->eglContext,
+ &esContext->eglSurface,
+ attribList) )
+ {
+ return GL_FALSE;
+ }
+
+
+ return GL_TRUE;
+}
+
+///
+// esMainLoop()
+//
+// Start the main loop for the OpenGL ES application
+//
+void ESUTIL_API esMainLoop ( ESContext *esContext )
+{
+ WinLoop ( esContext );
+}
+
+
+///
+// esRegisterDrawFunc()
+//
+void ESUTIL_API esRegisterDrawFunc ( ESContext *esContext, void (ESCALLBACK *drawFunc) (ESContext* ) )
+{
+ esContext->drawFunc = drawFunc;
+}
+
+
+///
+// esRegisterUpdateFunc()
+//
+void ESUTIL_API esRegisterUpdateFunc ( ESContext *esContext, void (ESCALLBACK *updateFunc) ( ESContext*, float ) )
+{
+ esContext->updateFunc = updateFunc;
+}
+
+
+///
+// esRegisterKeyFunc()
+//
+void ESUTIL_API esRegisterKeyFunc ( ESContext *esContext,
+ void (ESCALLBACK *keyFunc) (ESContext*, unsigned char, int, int ) )
+{
+ esContext->keyFunc = keyFunc;
+}
+
+
+///
+// esLogMessage()
+//
+// Log an error message to the debug output for the platform
+//
+void ESUTIL_API esLogMessage ( const char *formatStr, ... )
+{
+ va_list params;
+ char buf[BUFSIZ];
+
+ va_start ( params, formatStr );
+ vsprintf_s ( buf, sizeof(buf), formatStr, params );
+
+ printf ( "%s", buf );
+
+ va_end ( params );
+}
+
+
+///
+// esLoadTGA()
+//
+// Loads a 24-bit TGA image from a file
+//
+char* ESUTIL_API esLoadTGA ( char *fileName, int *width, int *height )
+{
+ char *buffer;
+
+ if ( WinTGALoad ( fileName, &buffer, width, height ) )
+ {
+ return buffer;
+ }
+
+ return NULL;
+}
diff --git a/samples/gles2_book/Common/esUtil.h b/samples/gles2_book/Common/esUtil.h
new file mode 100644
index 0000000..229a918
--- /dev/null
+++ b/samples/gles2_book/Common/esUtil.h
@@ -0,0 +1,274 @@
+//
+// 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
+//
+
+//
+/// \file ESUtil.h
+/// \brief A utility library for OpenGL ES. This library provides a
+/// basic common framework for the example applications in the
+/// OpenGL ES 2.0 Programming Guide.
+//
+#ifndef ESUTIL_H
+#define ESUTIL_H
+
+///
+// Includes
+//
+#include <GLES2/gl2.h>
+#include <EGL/egl.h>
+
+#ifdef __cplusplus
+
+extern "C" {
+#endif
+
+
+///
+// Macros
+//
+#define ESUTIL_API __cdecl
+#define ESCALLBACK __cdecl
+
+
+/// esCreateWindow flag - RGB color buffer
+#define ES_WINDOW_RGB 0
+/// esCreateWindow flag - ALPHA color buffer
+#define ES_WINDOW_ALPHA 1
+/// esCreateWindow flag - depth buffer
+#define ES_WINDOW_DEPTH 2
+/// esCreateWindow flag - stencil buffer
+#define ES_WINDOW_STENCIL 4
+/// esCreateWindow flat - multi-sample buffer
+#define ES_WINDOW_MULTISAMPLE 8
+
+
+///
+// Types
+//
+
+typedef struct
+{
+ GLfloat m[4][4];
+} ESMatrix;
+
+typedef struct
+{
+ /// Put your user data here...
+ void* userData;
+
+ /// Window width
+ GLint width;
+
+ /// Window height
+ GLint height;
+
+ /// Window handle
+ EGLNativeWindowType hWnd;
+
+ /// EGL display
+ EGLDisplay eglDisplay;
+
+ /// EGL context
+ EGLContext eglContext;
+
+ /// EGL surface
+ EGLSurface eglSurface;
+
+ /// Callbacks
+ void (ESCALLBACK *drawFunc) ( void* );
+ void (ESCALLBACK *keyFunc) ( void*, unsigned char, int, int );
+ void (ESCALLBACK *updateFunc) ( void*, float deltaTime );
+} ESContext;
+
+
+///
+// Public Functions
+//
+
+//
+///
+/// \brief Initialize ES framework context. This must be called before calling any other functions.
+/// \param esContext Application context
+//
+void ESUTIL_API esInitContext ( ESContext *esContext );
+
+//
+/// \brief Create a window with the specified parameters
+/// \param esContext Application context
+/// \param title Name for title bar of window
+/// \param width Width in pixels of window to create
+/// \param height Height in pixels of window to create
+/// \param flags Bitfield for the window creation flags
+/// ES_WINDOW_RGB - specifies that the color buffer should have R,G,B channels
+/// ES_WINDOW_ALPHA - specifies that the color buffer should have alpha
+/// ES_WINDOW_DEPTH - specifies that a depth buffer should be created
+/// ES_WINDOW_STENCIL - specifies that a stencil buffer should be created
+/// ES_WINDOW_MULTISAMPLE - specifies that a multi-sample buffer should be created
+/// \return GL_TRUE if window creation is succesful, GL_FALSE otherwise
+GLboolean ESUTIL_API esCreateWindow ( ESContext *esContext, const char *title, GLint width, GLint height, GLuint flags );
+
+//
+/// \brief Start the main loop for the OpenGL ES application
+/// \param esContext Application context
+//
+void ESUTIL_API esMainLoop ( ESContext *esContext );
+
+//
+/// \brief Register a draw callback function to be used to render each frame
+/// \param esContext Application context
+/// \param drawFunc Draw callback function that will be used to render the scene
+//
+void ESUTIL_API esRegisterDrawFunc ( ESContext *esContext, void (ESCALLBACK *drawFunc) ( ESContext* ) );
+
+//
+/// \brief Register an update callback function to be used to update on each time step
+/// \param esContext Application context
+/// \param updateFunc Update callback function that will be used to render the scene
+//
+void ESUTIL_API esRegisterUpdateFunc ( ESContext *esContext, void (ESCALLBACK *updateFunc) ( ESContext*, float ) );
+
+//
+/// \brief Register an keyboard input processing callback function
+/// \param esContext Application context
+/// \param keyFunc Key callback function for application processing of keyboard input
+//
+void ESUTIL_API esRegisterKeyFunc ( ESContext *esContext,
+ void (ESCALLBACK *drawFunc) ( ESContext*, unsigned char, int, int ) );
+//
+/// \brief Log a message to the debug output for the platform
+/// \param formatStr Format string for error log.
+//
+void ESUTIL_API esLogMessage ( const char *formatStr, ... );
+
+//
+///
+/// \brief Load a shader, check for compile errors, print error messages to output log
+/// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
+/// \param shaderSrc Shader source string
+/// \return A new shader object on success, 0 on failure
+//
+GLuint ESUTIL_API esLoadShader ( GLenum type, const char *shaderSrc );
+
+//
+///
+/// \brief Load a vertex and fragment shader, create a program object, link program.
+/// Errors output to log.
+/// \param vertShaderSrc Vertex shader source code
+/// \param fragShaderSrc Fragment shader source code
+/// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
+//
+GLuint ESUTIL_API esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc );
+
+
+//
+/// \brief Generates geometry for a sphere. Allocates memory for the vertex data and stores
+/// the results in the arrays. Generate index list for a TRIANGLE_STRIP
+/// \param numSlices The number of slices in the sphere
+/// \param vertices If not NULL, will contain array of float3 positions
+/// \param normals If not NULL, will contain array of float3 normals
+/// \param texCoords If not NULL, will contain array of float2 texCoords
+/// \param indices If not NULL, will contain the array of indices for the triangle strip
+/// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array
+/// if it is not NULL ) as a GL_TRIANGLE_STRIP
+//
+int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals,
+ GLfloat **texCoords, GLushort **indices );
+
+//
+/// \brief Generates geometry for a cube. Allocates memory for the vertex data and stores
+/// the results in the arrays. Generate index list for a TRIANGLES
+/// \param scale The size of the cube, use 1.0 for a unit cube.
+/// \param vertices If not NULL, will contain array of float3 positions
+/// \param normals If not NULL, will contain array of float3 normals
+/// \param texCoords If not NULL, will contain array of float2 texCoords
+/// \param indices If not NULL, will contain the array of indices for the triangle strip
+/// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array
+/// if it is not NULL ) as a GL_TRIANGLES
+//
+int ESUTIL_API esGenCube ( float scale, GLfloat **vertices, GLfloat **normals,
+ GLfloat **texCoords, GLushort **indices );
+
+//
+/// \brief Loads a 24-bit TGA image from a file
+/// \param fileName Name of the file on disk
+/// \param width Width of loaded image in pixels
+/// \param height Height of loaded image in pixels
+/// \return Pointer to loaded image. NULL on failure.
+//
+char* ESUTIL_API esLoadTGA ( char *fileName, int *width, int *height );
+
+
+//
+/// \brief multiply matrix specified by result with a scaling matrix and return new matrix in result
+/// \param result Specifies the input matrix. Scaled matrix is returned in result.
+/// \param sx, sy, sz Scale factors along the x, y and z axes respectively
+//
+void ESUTIL_API esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz);
+
+//
+/// \brief multiply matrix specified by result with a translation matrix and return new matrix in result
+/// \param result Specifies the input matrix. Translated matrix is returned in result.
+/// \param tx, ty, tz Scale factors along the x, y and z axes respectively
+//
+void ESUTIL_API esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz);
+
+//
+/// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result
+/// \param result Specifies the input matrix. Rotated matrix is returned in result.
+/// \param angle Specifies the angle of rotation, in degrees.
+/// \param x, y, z Specify the x, y and z coordinates of a vector, respectively
+//
+void ESUTIL_API esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
+
+//
+// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
+/// \param result Specifies the input matrix. new matrix is returned in result.
+/// \param left, right Coordinates for the left and right vertical clipping planes
+/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
+/// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive.
+//
+void ESUTIL_API esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ);
+
+//
+/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
+/// \param result Specifies the input matrix. new matrix is returned in result.
+/// \param fovy Field of view y angle in degrees
+/// \param aspect Aspect ratio of screen
+/// \param nearZ Near plane distance
+/// \param farZ Far plane distance
+//
+void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ);
+
+//
+/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
+/// \param result Specifies the input matrix. new matrix is returned in result.
+/// \param left, right Coordinates for the left and right vertical clipping planes
+/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
+/// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer
+//
+void ESUTIL_API esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ);
+
+//
+/// \brief perform the following operation - result matrix = srcA matrix * srcB matrix
+/// \param result Returns multiplied matrix
+/// \param srcA, srcB Input matrices to be multiplied
+//
+void ESUTIL_API esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB);
+
+//
+//// \brief return an indentity matrix
+//// \param result returns identity matrix
+//
+void ESUTIL_API esMatrixLoadIdentity(ESMatrix *result);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // ESUTIL_H
diff --git a/samples/gles2_book/Common/esUtil.vcproj b/samples/gles2_book/Common/esUtil.vcproj
new file mode 100644
index 0000000..aea0a3c
--- /dev/null
+++ b/samples/gles2_book/Common/esUtil.vcproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="esUtil"
+ ProjectGUID="{47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}"
+ RootNamespace="esUtil"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="4"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="./;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLibrarianTool"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="4"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="./;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLibrarianTool"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <Filter
+ Name="Win32"
+ >
+ <File
+ RelativePath=".\Win32\esUtil_TGA.c"
+ >
+ </File>
+ <File
+ RelativePath=".\esUtil_win.h"
+ >
+ </File>
+ <File
+ RelativePath=".\Win32\esUtil_win32.c"
+ >
+ </File>
+ </Filter>
+ <Filter
+ Name="Common"
+ >
+ <File
+ RelativePath=".\esShader.c"
+ >
+ </File>
+ <File
+ RelativePath=".\esShapes.c"
+ >
+ </File>
+ <File
+ RelativePath=".\esTransform.c"
+ >
+ </File>
+ <File
+ RelativePath=".\esUtil.c"
+ >
+ </File>
+ <File
+ RelativePath=".\esUtil.h"
+ >
+ </File>
+ </Filter>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/Common/esUtil_win.h b/samples/gles2_book/Common/esUtil_win.h
new file mode 100644
index 0000000..de87f41
--- /dev/null
+++ b/samples/gles2_book/Common/esUtil_win.h
@@ -0,0 +1,65 @@
+//
+// 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
+//
+
+// esUtil_win.h
+//
+// API-neutral interface for creating windows. Implementation needs to be provided per-platform.
+
+#ifndef ESUTIL_WIN_H
+#define ESUTIL_WIN_H
+
+///
+// Includes
+//
+
+#ifdef __cplusplus
+
+extern "C" {
+#endif
+
+
+///
+// Macros
+//
+
+///
+// Types
+//
+
+///
+// Public Functions
+//
+
+///
+// WinCreate()
+//
+// Create Win32 instance and window
+//
+GLboolean WinCreate ( ESContext *esContext, const char *title );
+
+///
+// WinLoop()
+//
+// Start main windows loop
+//
+void WinLoop ( ESContext *esContext );
+
+///
+// WinTGALoad()
+//
+// TGA loader win32 implementation
+//
+int WinTGALoad ( const char *fileName, char **buffer, int *width, int *height );
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // ESUTIL_WIN_H
diff --git a/samples/gles2_book/Hello_Triangle/Hello_Triangle.c b/samples/gles2_book/Hello_Triangle/Hello_Triangle.c
new file mode 100644
index 0000000..352bfae
--- /dev/null
+++ b/samples/gles2_book/Hello_Triangle/Hello_Triangle.c
@@ -0,0 +1,194 @@
+//
+// 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
+//
+
+// Hello_Triangle.c
+//
+// This is a simple example that draws a single triangle with
+// a minimal vertex/fragment shader. The purpose of this
+// example is to demonstrate the basic concepts of
+// OpenGL ES 2.0 rendering.
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+} UserData;
+
+///
+// Create a shader object, load the shader source, and
+// compile the shader.
+//
+GLuint LoadShader ( GLenum type, const char *shaderSrc )
+{
+ GLuint shader;
+ GLint compiled;
+
+ // Create the shader object
+ shader = glCreateShader ( type );
+
+ if ( shader == 0 )
+ return 0;
+
+ // Load the shader source
+ glShaderSource ( shader, 1, &shaderSrc, NULL );
+
+ // Compile the shader
+ glCompileShader ( shader );
+
+ // Check the compile status
+ glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
+
+ if ( !compiled )
+ {
+ GLint infoLen = 0;
+
+ glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
+
+ if ( infoLen > 1 )
+ {
+ char* infoLog = malloc (sizeof(char) * infoLen );
+
+ glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
+ esLogMessage ( "Error compiling shader:\n%s\n", infoLog );
+
+ free ( infoLog );
+ }
+
+ glDeleteShader ( shader );
+ return 0;
+ }
+
+ return shader;
+
+}
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 vPosition; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = vPosition; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float;\n"\
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
+ "} \n";
+
+ GLuint vertexShader;
+ GLuint fragmentShader;
+ GLuint programObject;
+ GLint linked;
+
+ // Load the vertex/fragment shaders
+ vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
+ fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
+
+ // Create the program object
+ programObject = glCreateProgram ( );
+
+ if ( programObject == 0 )
+ return 0;
+
+ glAttachShader ( programObject, vertexShader );
+ glAttachShader ( programObject, fragmentShader );
+
+ // Bind vPosition to attribute 0
+ glBindAttribLocation ( programObject, 0, "vPosition" );
+
+ // Link the program
+ glLinkProgram ( programObject );
+
+ // Check the link status
+ glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
+
+ if ( !linked )
+ {
+ GLint infoLen = 0;
+
+ glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
+
+ if ( infoLen > 1 )
+ {
+ char* infoLog = malloc (sizeof(char) * infoLen );
+
+ glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
+ esLogMessage ( "Error linking program:\n%s\n", infoLog );
+
+ free ( infoLog );
+ }
+
+ glDeleteProgram ( programObject );
+ return FALSE;
+ }
+
+ // Store the program object
+ userData->programObject = programObject;
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f };
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex data
+ glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
+ glEnableVertexAttribArray ( 0 );
+
+ glDrawArrays ( GL_TRIANGLES, 0, 3 );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Hello Triangle", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+}
diff --git a/samples/gles2_book/Hello_Triangle/Hello_Triangle.vcproj b/samples/gles2_book/Hello_Triangle/Hello_Triangle.vcproj
new file mode 100644
index 0000000..b43580a
--- /dev/null
+++ b/samples/gles2_book/Hello_Triangle/Hello_Triangle.vcproj
@@ -0,0 +1,182 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="Hello_Triangle"
+ ProjectGUID="{8278251F-6C1F-4D80-8499-FA7B590FAFE6}"
+ RootNamespace="Hello_Triangle"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\Hello_Triangle.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/MipMap2D/MipMap2D.c b/samples/gles2_book/MipMap2D/MipMap2D.c
new file mode 100644
index 0000000..47c2a56
--- /dev/null
+++ b/samples/gles2_book/MipMap2D/MipMap2D.c
@@ -0,0 +1,346 @@
+//
+// 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
+//
+
+// MipMap2D.c
+//
+// This is a simple example that demonstrates generating a mipmap chain
+// and rendering with it
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+ GLint texCoordLoc;
+
+ // Sampler location
+ GLint samplerLoc;
+
+ // Offset location
+ GLint offsetLoc;
+
+ // Texture handle
+ GLuint textureId;
+
+} UserData;
+
+
+///
+// From an RGB8 source image, generate the next level mipmap
+//
+GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
+{
+ int x,
+ y;
+ int texelSize = 3;
+
+ *dstWidth = srcWidth / 2;
+ if ( *dstWidth <= 0 )
+ *dstWidth = 1;
+
+ *dstHeight = srcHeight / 2;
+ if ( *dstHeight <= 0 )
+ *dstHeight = 1;
+
+ *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
+ if ( *dst == NULL )
+ return GL_FALSE;
+
+ for ( y = 0; y < *dstHeight; y++ )
+ {
+ for( x = 0; x < *dstWidth; x++ )
+ {
+ int srcIndex[4];
+ float r = 0.0f,
+ g = 0.0f,
+ b = 0.0f;
+ int sample;
+
+ // Compute the offsets for 2x2 grid of pixels in previous
+ // image to perform box filter
+ srcIndex[0] =
+ (((y * 2) * srcWidth) + (x * 2)) * texelSize;
+ srcIndex[1] =
+ (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize;
+ srcIndex[2] =
+ ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
+ srcIndex[3] =
+ ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
+
+ // Sum all pixels
+ for ( sample = 0; sample < 4; sample++ )
+ {
+ r += src[srcIndex[sample]];
+ g += src[srcIndex[sample] + 1];
+ b += src[srcIndex[sample] + 2];
+ }
+
+ // Average results
+ r /= 4.0;
+ g /= 4.0;
+ b /= 4.0;
+
+ // Store resulting pixels
+ (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
+ (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
+ (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
+ }
+ }
+
+ return GL_TRUE;
+}
+
+///
+// Generate an RGB8 checkerboard image
+//
+GLubyte* GenCheckImage( int width, int height, int checkSize )
+{
+ int x,
+ y;
+ GLubyte *pixels = malloc( width * height * 3 );
+
+ if ( pixels == NULL )
+ return NULL;
+
+ for ( y = 0; y < height; y++ )
+ for ( x = 0; x < width; x++ )
+ {
+ GLubyte rColor = 0;
+ GLubyte bColor = 0;
+
+ if ( ( x / checkSize ) % 2 == 0 )
+ {
+ rColor = 255 * ( ( y / checkSize ) % 2 );
+ bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
+ }
+ else
+ {
+ bColor = 255 * ( ( y / checkSize ) % 2 );
+ rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
+ }
+
+ pixels[(y * height + x) * 3] = rColor;
+ pixels[(y * height + x) * 3 + 1] = 0;
+ pixels[(y * height + x) * 3 + 2] = bColor;
+ }
+
+ return pixels;
+}
+
+///
+// Create a mipmapped 2D texture image
+//
+GLuint CreateMipMappedTexture2D( )
+{
+ // Texture object handle
+ GLuint textureId;
+ int width = 256,
+ height = 256;
+ int level;
+ GLubyte *pixels;
+ GLubyte *prevImage;
+ GLubyte *newImage;
+
+ pixels = GenCheckImage( width, height, 8 );
+ if ( pixels == NULL )
+ return 0;
+
+ // Generate a texture object
+ glGenTextures ( 1, &textureId );
+
+ // Bind the texture object
+ glBindTexture ( GL_TEXTURE_2D, textureId );
+
+ // Load mipmap level 0
+ glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
+
+ level = 1;
+ prevImage = &pixels[0];
+
+ while ( width > 1 && height > 1 )
+ {
+ int newWidth,
+ newHeight;
+
+ // Generate the next mipmap level
+ GenMipMap2D( prevImage, &newImage, width, height,
+ &newWidth, &newHeight );
+
+ // Load the mipmap level
+ glTexImage2D( GL_TEXTURE_2D, level, GL_RGB,
+ newWidth, newHeight, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, newImage );
+
+ // Free the previous image
+ free ( prevImage );
+
+ // Set the previous image for the next iteration
+ prevImage = newImage;
+ level++;
+
+ // Half the width and height
+ width = newWidth;
+ height = newHeight;
+ }
+
+ free ( newImage );
+
+ // Set the filtering mode
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ return textureId;
+
+}
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "uniform float u_offset; \n"
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " gl_Position.x += u_offset;\n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+ userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
+
+ // Get the sampler location
+ userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
+
+ // Get the offset location
+ userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
+
+ // Load the texture
+ userData->textureId = CreateMipMappedTexture2D ();
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0
+ 0.0f, 0.0f, // TexCoord 0
+ -0.5f, -0.5f, 0.0f, 0.75f, // Position 1
+ 0.0f, 1.0f, // TexCoord 1
+ 0.5f, -0.5f, 0.0f, 0.75f, // Position 2
+ 1.0f, 1.0f, // TexCoord 2
+ 0.5f, 0.5f, 0.0f, 1.5f, // Position 3
+ 1.0f, 0.0f // TexCoord 3
+ };
+ GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT,
+ GL_FALSE, 6 * sizeof(GLfloat), vVertices );
+ // Load the texture coordinate
+ glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
+ GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+ glEnableVertexAttribArray ( userData->texCoordLoc );
+
+ // Bind the texture
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_2D, userData->textureId );
+
+ // Set the sampler texture unit to 0
+ glUniform1i ( userData->samplerLoc, 0 );
+
+ // Draw quad with nearest sampling
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glUniform1f ( userData->offsetLoc, -0.6f );
+ glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
+
+ // Draw quad with trilinear filtering
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
+ glUniform1f ( userData->offsetLoc, 0.6f );
+ glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->textureId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "MipMap 2D", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/MipMap2D/MipMap2D.vcproj b/samples/gles2_book/MipMap2D/MipMap2D.vcproj
new file mode 100644
index 0000000..4d7e07e
--- /dev/null
+++ b/samples/gles2_book/MipMap2D/MipMap2D.vcproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="MipMap2D"
+ ProjectGUID="{4E69AC1F-1C7A-4D58-917C-E764FBEB489A}"
+ RootNamespace="MipMap2D"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\MipMap2D.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/MultiTexture/MultiTexture.c b/samples/gles2_book/MultiTexture/MultiTexture.c
new file mode 100644
index 0000000..dc8c190
--- /dev/null
+++ b/samples/gles2_book/MultiTexture/MultiTexture.c
@@ -0,0 +1,213 @@
+//
+// 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
+//
+
+// MultiTexture.c
+//
+// This is an example that draws a quad with a basemap and
+// lightmap to demonstrate multitexturing.
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+ GLint texCoordLoc;
+
+ // Sampler locations
+ GLint baseMapLoc;
+ GLint lightMapLoc;
+
+ // Texture handle
+ GLuint baseMapTexId;
+ GLuint lightMapTexId;
+
+} UserData;
+
+
+///
+// Load texture from disk
+//
+GLuint LoadTexture ( char *fileName )
+{
+ int width,
+ height;
+ char *buffer = esLoadTGA ( fileName, &width, &height );
+ GLuint texId;
+
+ if ( buffer == NULL )
+ {
+ esLogMessage ( "Error loading (%s) image.\n", fileName );
+ return 0;
+ }
+
+ glGenTextures ( 1, &texId );
+ glBindTexture ( GL_TEXTURE_2D, texId );
+
+ glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+ free ( buffer );
+
+ return texId;
+}
+
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_baseMap; \n"
+ "uniform sampler2D s_lightMap; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 baseColor; \n"
+ " vec4 lightColor; \n"
+ " \n"
+ " baseColor = texture2D( s_baseMap, v_texCoord ); \n"
+ " lightColor = texture2D( s_lightMap, v_texCoord ); \n"
+ " gl_FragColor = baseColor * (lightColor + 0.25); \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+ userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
+
+ // Get the sampler location
+ userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" );
+ userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" );
+
+ // Load the textures
+ userData->baseMapTexId = LoadTexture ( "basemap.tga" );
+ userData->lightMapTexId = LoadTexture ( "lightmap.tga" );
+
+ if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 )
+ return FALSE;
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLfloat vVertices[] = { -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, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 5 * sizeof(GLfloat), vVertices );
+ // Load the texture coordinate
+ glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
+ GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+ glEnableVertexAttribArray ( userData->texCoordLoc );
+
+ // Bind the base map
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId );
+
+ // Set the base map sampler to texture unit to 0
+ glUniform1i ( userData->baseMapLoc, 0 );
+
+ // Bind the light map
+ glActiveTexture ( GL_TEXTURE1 );
+ glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId );
+
+ // Set the light map sampler to texture unit 1
+ glUniform1i ( userData->lightMapLoc, 1 );
+
+ glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->baseMapTexId );
+ glDeleteTextures ( 1, &userData->lightMapTexId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "MultiTexture", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/MultiTexture/MultiTexture.vcproj b/samples/gles2_book/MultiTexture/MultiTexture.vcproj
new file mode 100644
index 0000000..fcc3485
--- /dev/null
+++ b/samples/gles2_book/MultiTexture/MultiTexture.vcproj
@@ -0,0 +1,185 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="MultiTexture"
+ ProjectGUID="{120CFF94-ED4B-4C5B-9587-9E40889F15F7}"
+ RootNamespace="MultiTexture"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ CommandLine="xcopy /D /Y basemap.tga $(OutDir)
xcopy /D /Y lightmap.tga $(OutDir)"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ CommandLine="xcopy /D /Y basemap.tga $(OutDir)
xcopy /D /Y lightmap.tga $(OutDir)"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\MultiTexture.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/MultiTexture/basemap.tga b/samples/gles2_book/MultiTexture/basemap.tga
new file mode 100644
index 0000000..8acafae
--- /dev/null
+++ b/samples/gles2_book/MultiTexture/basemap.tga
Binary files differ
diff --git a/samples/gles2_book/MultiTexture/lightmap.tga b/samples/gles2_book/MultiTexture/lightmap.tga
new file mode 100644
index 0000000..d95b262
--- /dev/null
+++ b/samples/gles2_book/MultiTexture/lightmap.tga
Binary files differ
diff --git a/samples/gles2_book/ParticleSystem/ParticleSystem.c b/samples/gles2_book/ParticleSystem/ParticleSystem.c
new file mode 100644
index 0000000..c6be9cf
--- /dev/null
+++ b/samples/gles2_book/ParticleSystem/ParticleSystem.c
@@ -0,0 +1,294 @@
+//
+// 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
+//
+
+// ParticleSystem.c
+//
+// This is an example that demonstrates rendering a particle system
+// using a vertex shader and point sprites.
+//
+#include <stdlib.h>
+#include <math.h>
+#include "esUtil.h"
+
+#define NUM_PARTICLES 1000
+#define PARTICLE_SIZE 7
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint lifetimeLoc;
+ GLint startPositionLoc;
+ GLint endPositionLoc;
+
+ // Uniform location
+ GLint timeLoc;
+ GLint colorLoc;
+ GLint centerPositionLoc;
+ GLint samplerLoc;
+
+ // Texture handle
+ GLuint textureId;
+
+ // Particle vertex data
+ float particleData[ NUM_PARTICLES * PARTICLE_SIZE ];
+
+ // Current time
+ float time;
+
+} UserData;
+
+///
+// Load texture from disk
+//
+GLuint LoadTexture ( char *fileName )
+{
+ int width,
+ height;
+ char *buffer = esLoadTGA ( fileName, &width, &height );
+ GLuint texId;
+
+ if ( buffer == NULL )
+ {
+ esLogMessage ( "Error loading (%s) image.\n", fileName );
+ return 0;
+ }
+
+ glGenTextures ( 1, &texId );
+ glBindTexture ( GL_TEXTURE_2D, texId );
+
+ glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+ free ( buffer );
+
+ return texId;
+}
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ int i;
+
+ GLbyte vShaderStr[] =
+ "uniform float u_time; \n"
+ "uniform vec3 u_centerPosition; \n"
+ "attribute float a_lifetime; \n"
+ "attribute vec3 a_startPosition; \n"
+ "attribute vec3 a_endPosition; \n"
+ "varying float v_lifetime; \n"
+ "void main() \n"
+ "{ \n"
+ " if ( u_time <= a_lifetime ) \n"
+ " { \n"
+ " gl_Position.xyz = a_startPosition + \n"
+ " (u_time * a_endPosition); \n"
+ " gl_Position.xyz += u_centerPosition; \n"
+ " gl_Position.w = 1.0; \n"
+ " } \n"
+ " else \n"
+ " gl_Position = vec4( -1000, -1000, 0, 0 ); \n"
+ " v_lifetime = 1.0 - ( u_time / a_lifetime ); \n"
+ " v_lifetime = clamp ( v_lifetime, 0.0, 1.0 ); \n"
+ " gl_PointSize = ( v_lifetime * v_lifetime ) * 40.0; \n"
+ "}";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "uniform vec4 u_color; \n"
+ "varying float v_lifetime; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texColor; \n"
+ " texColor = texture2D( s_texture, gl_PointCoord ); \n"
+ " gl_FragColor = vec4( u_color ) * texColor; \n"
+ " gl_FragColor.a *= v_lifetime; \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->lifetimeLoc = glGetAttribLocation ( userData->programObject, "a_lifetime" );
+ userData->startPositionLoc = glGetAttribLocation ( userData->programObject, "a_startPosition" );
+ userData->endPositionLoc = glGetAttribLocation ( userData->programObject, "a_endPosition" );
+
+ // Get the uniform locations
+ userData->timeLoc = glGetUniformLocation ( userData->programObject, "u_time" );
+ userData->centerPositionLoc = glGetUniformLocation ( userData->programObject, "u_centerPosition" );
+ userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
+ userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ // Fill in particle data array
+ srand ( 0 );
+ for ( i = 0; i < NUM_PARTICLES; i++ )
+ {
+ float *particleData = &userData->particleData[i * PARTICLE_SIZE];
+
+ // Lifetime of particle
+ (*particleData++) = ( (float)(rand() % 10000) / 10000.0f );
+
+ // End position of particle
+ (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
+ (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
+ (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
+
+ // Start position of particle
+ (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
+ (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
+ (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
+
+ }
+
+ // Initialize time to cause reset on first update
+ userData->time = 1.0f;
+
+ userData->textureId = LoadTexture ( "smoke.tga" );
+ if ( userData->textureId <= 0 )
+ {
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+///
+// Update time-based variables
+//
+void Update ( ESContext *esContext, float deltaTime )
+{
+ UserData *userData = esContext->userData;
+
+ userData->time += deltaTime;
+
+ if ( userData->time >= 1.0f )
+ {
+ float centerPos[3];
+ float color[4];
+
+ userData->time = 0.0f;
+
+ // Pick a new start location and color
+ centerPos[0] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
+ centerPos[1] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
+ centerPos[2] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
+
+ glUniform3fv ( userData->centerPositionLoc, 1, ¢erPos[0] );
+
+ // Random color
+ color[0] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
+ color[1] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
+ color[2] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
+ color[3] = 0.5;
+
+ glUniform4fv ( userData->colorLoc, 1, &color[0] );
+ }
+
+ // Load uniform time variable
+ glUniform1f ( userData->timeLoc, userData->time );
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex attributes
+ glVertexAttribPointer ( userData->lifetimeLoc, 1, GL_FLOAT,
+ GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
+ userData->particleData );
+
+ glVertexAttribPointer ( userData->endPositionLoc, 3, GL_FLOAT,
+ GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
+ &userData->particleData[1] );
+
+ glVertexAttribPointer ( userData->startPositionLoc, 3, GL_FLOAT,
+ GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
+ &userData->particleData[4] );
+
+
+ glEnableVertexAttribArray ( userData->lifetimeLoc );
+ glEnableVertexAttribArray ( userData->endPositionLoc );
+ glEnableVertexAttribArray ( userData->startPositionLoc );
+ // Blend particles
+ glEnable ( GL_BLEND );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE );
+
+ // Bind the texture
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_2D, userData->textureId );
+ glEnable ( GL_TEXTURE_2D );
+
+ // Set the sampler texture unit to 0
+ glUniform1i ( userData->samplerLoc, 0 );
+
+ glDrawArrays( GL_POINTS, 0, NUM_PARTICLES );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->textureId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+ esRegisterUpdateFunc ( &esContext, Update );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/ParticleSystem/ParticleSystem.vcproj b/samples/gles2_book/ParticleSystem/ParticleSystem.vcproj
new file mode 100644
index 0000000..a161ef2
--- /dev/null
+++ b/samples/gles2_book/ParticleSystem/ParticleSystem.vcproj
@@ -0,0 +1,185 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="ParticleSystem"
+ ProjectGUID="{B9E5BFFC-D843-4E0E-9D3E-23913A613473}"
+ RootNamespace="ParticleSystem"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ CommandLine="xcopy /D /Y smoke.tga $(outDir)"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ CommandLine="xcopy /D /Y smoke.tga $(outDir)"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\ParticleSystem.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.c b/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.c
new file mode 100644
index 0000000..03d2a6c
--- /dev/null
+++ b/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.c
@@ -0,0 +1,198 @@
+//
+// 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
+//
+
+// Simple_Texture2D.c
+//
+// This is a simple example that draws a quad with a 2D
+// texture image. The purpose of this example is to demonstrate
+// the basics of 2D texturing
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+ GLint texCoordLoc;
+
+ // Sampler location
+ GLint samplerLoc;
+
+ // Texture handle
+ GLuint textureId;
+
+} UserData;
+
+///
+// Create a simple 2x2 texture image with four different colors
+//
+GLuint CreateSimpleTexture2D( )
+{
+ // Texture object handle
+ GLuint textureId;
+
+ // 2x2 Image, 3 bytes per pixel (R, G, B)
+ GLubyte pixels[4 * 3] =
+ {
+ 255, 0, 0, // Red
+ 0, 255, 0, // Green
+ 0, 0, 255, // Blue
+ 255, 255, 0 // Yellow
+ };
+
+ // Use tightly packed data
+ glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
+
+ // Generate a texture object
+ glGenTextures ( 1, &textureId );
+
+ // Bind the texture object
+ glBindTexture ( GL_TEXTURE_2D, textureId );
+
+ // Load the texture
+ glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
+
+ // Set the filtering mode
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+
+ return textureId;
+
+}
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+ userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
+
+ // Get the sampler location
+ userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
+
+ // Load the texture
+ userData->textureId = CreateSimpleTexture2D ();
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLfloat vVertices[] = { -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, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 5 * sizeof(GLfloat), vVertices );
+ // Load the texture coordinate
+ glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
+ GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+ glEnableVertexAttribArray ( userData->texCoordLoc );
+
+ // Bind the texture
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_2D, userData->textureId );
+
+ // Set the sampler texture unit to 0
+ glUniform1i ( userData->samplerLoc, 0 );
+
+ glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->textureId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.vcproj b/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.vcproj
new file mode 100644
index 0000000..f21eb80
--- /dev/null
+++ b/samples/gles2_book/Simple_Texture2D/Simple_Texture2D.vcproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="Simple_Texture2D"
+ ProjectGUID="{2E54D748-781B-4DF2-A1DD-B9384A821810}"
+ RootNamespace="Simple_Texture2D"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\Simple_Texture2D.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c b/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c
new file mode 100644
index 0000000..3807fe8
--- /dev/null
+++ b/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c
@@ -0,0 +1,229 @@
+//
+// 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
+//
+
+// Simple_TextureCubemap.c
+//
+// This is a simple example that draws a sphere with a cubemap image applied.
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+ GLint normalLoc;
+
+ // Sampler location
+ GLint samplerLoc;
+
+ // Texture handle
+ GLuint textureId;
+
+ // Vertex data
+ int numIndices;
+ GLfloat *vertices;
+ GLfloat *normals;
+ GLushort *indices;
+
+} UserData;
+
+///
+// Create a simple cubemap with a 1x1 face with a different
+// color for each face
+GLuint CreateSimpleTextureCubemap( )
+{
+ GLuint textureId;
+ // Six 1x1 RGB faces
+ GLubyte cubePixels[6][3] =
+ {
+ // Face 0 - Red
+ 255, 0, 0,
+ // Face 1 - Green,
+ 0, 255, 0,
+ // Face 3 - Blue
+ 0, 0, 255,
+ // Face 4 - Yellow
+ 255, 255, 0,
+ // Face 5 - Purple
+ 255, 0, 255,
+ // Face 6 - White
+ 255, 255, 255
+ };
+
+ // Generate a texture object
+ glGenTextures ( 1, &textureId );
+
+ // Bind the texture object
+ glBindTexture ( GL_TEXTURE_CUBE_MAP, textureId );
+
+ // Load the cube face - Positive X
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[0] );
+
+ // Load the cube face - Negative X
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[1] );
+
+ // Load the cube face - Positive Y
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[2] );
+
+ // Load the cube face - Negative Y
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[3] );
+
+ // Load the cube face - Positive Z
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[4] );
+
+ // Load the cube face - Negative Z
+ glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, 1, 1, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[5] );
+
+ // Set the filtering mode
+ glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+
+ return textureId;
+
+}
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "attribute vec3 a_normal; \n"
+ "varying vec3 v_normal; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " v_normal = a_normal; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "varying vec3 v_normal; \n"
+ "uniform samplerCube s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = textureCube( s_texture, v_normal );\n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+ userData->normalLoc = glGetAttribLocation ( userData->programObject, "a_normal" );
+
+ // Get the sampler locations
+ userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
+
+ // Load the texture
+ userData->textureId = CreateSimpleTextureCubemap ();
+
+ // Generate the vertex data
+ userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userData->normals,
+ NULL, &userData->indices );
+
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+
+ glCullFace ( GL_BACK );
+ glEnable ( GL_CULL_FACE );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 0, userData->vertices );
+ // Load the normal
+ glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT,
+ GL_FALSE, 0, userData->normals );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+ glEnableVertexAttribArray ( userData->normalLoc );
+
+ // Bind the texture
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_CUBE_MAP, userData->textureId );
+
+ // Set the sampler texture unit to 0
+ glUniform1i ( userData->samplerLoc, 0 );
+
+ glDrawElements ( GL_TRIANGLES, userData->numIndices,
+ GL_UNSIGNED_SHORT, userData->indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->textureId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+
+ free ( userData->vertices );
+ free ( userData->normals );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Simple Texture Cubemap", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.vcproj b/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.vcproj
new file mode 100644
index 0000000..0ae5e6a
--- /dev/null
+++ b/samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.vcproj
@@ -0,0 +1,184 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="Simple_TextureCubemap"
+ ProjectGUID="{5EE56061-643D-406E-B42D-4299D2411056}"
+ RootNamespace="Simple_TextureCubemap"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ UseLibraryDependencyInputs="false"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\Simple_TextureCubemap.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.c b/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.c
new file mode 100644
index 0000000..2c51b86
--- /dev/null
+++ b/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.c
@@ -0,0 +1,194 @@
+//
+// 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
+//
+
+// Simple_VertexShader.c
+//
+// This is a simple example that draws a rotating cube in perspective
+// using a vertex shader to transform the object
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+
+ // Uniform locations
+ GLint mvpLoc;
+
+ // Vertex daata
+ GLfloat *vertices;
+ GLushort *indices;
+ int numIndices;
+
+ // Rotation angle
+ GLfloat angle;
+
+ // MVP matrix
+ ESMatrix mvpMatrix;
+} UserData;
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "uniform mat4 u_mvpMatrix; \n"
+ "attribute vec4 a_position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = u_mvpMatrix * a_position; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+
+ // Get the uniform locations
+ userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" );
+
+ // Generate the vertex data
+ userData->numIndices = esGenCube( 1.0, &userData->vertices,
+ NULL, NULL, &userData->indices );
+
+ // Starting rotation angle for the cube
+ userData->angle = 45.0f;
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+
+///
+// Update MVP matrix based on time
+//
+void Update ( ESContext *esContext, float deltaTime )
+{
+ UserData *userData = (UserData*) esContext->userData;
+ ESMatrix perspective;
+ ESMatrix modelview;
+ float aspect;
+
+ // Compute a rotation angle based on time to rotate the cube
+ userData->angle += ( deltaTime * 40.0f );
+ if( userData->angle >= 360.0f )
+ userData->angle -= 360.0f;
+
+ // Compute the window aspect ratio
+ aspect = (GLfloat) esContext->width / (GLfloat) esContext->height;
+
+ // Generate a perspective matrix with a 60 degree FOV
+ esMatrixLoadIdentity( &perspective );
+ esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f );
+
+ // Generate a model view matrix to rotate/translate the cube
+ esMatrixLoadIdentity( &modelview );
+
+ // Translate away from the viewer
+ esTranslate( &modelview, 0.0, 0.0, -2.0 );
+
+ // Rotate the cube
+ esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 );
+
+ // Compute the final MVP by multiplying the
+ // modevleiw and perspective matrices together
+ esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective );
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 3 * sizeof(GLfloat), userData->vertices );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+
+
+ // Load the MVP matrix
+ glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] );
+
+ // Draw the cube
+ glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, userData->indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ if ( userData->vertices != NULL )
+ {
+ free ( userData->vertices );
+ }
+
+ if ( userData->indices != NULL )
+ {
+ free ( userData->indices );
+ }
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Simple Vertex Shader", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+ esRegisterUpdateFunc ( &esContext, Update );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.vcproj b/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.vcproj
new file mode 100644
index 0000000..57c3688
--- /dev/null
+++ b/samples/gles2_book/Simple_VertexShader/Simple_VertexShader.vcproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="Simple_VertexShader"
+ ProjectGUID="{667CE95F-5DD8-4395-8C18-5CA8A175B12D}"
+ RootNamespace="Simple_VertexShader"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\Simple_VertexShader.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/Stencil_Test/Stencil_Test.c b/samples/gles2_book/Stencil_Test/Stencil_Test.c
new file mode 100644
index 0000000..1caf098
--- /dev/null
+++ b/samples/gles2_book/Stencil_Test/Stencil_Test.c
@@ -0,0 +1,273 @@
+//
+// 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
+//
+
+// Stencil_Test.c
+//
+// This example shows various stencil buffer
+// operations.
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+
+ // Uniform locations
+ GLint colorLoc;
+
+} UserData;
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "uniform vec4 u_color; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = u_color; \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+
+ // Get the sampler location
+ userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
+
+ // Set the clear color
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ // Set the stencil clear value
+ glClearStencil ( 0x1 );
+
+ // Set the depth clear value
+ glClearDepthf( 0.75f );
+
+ // Enable the depth and stencil tests
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_STENCIL_TEST );
+
+ return TRUE;
+}
+
+///
+// Initialize the stencil buffer values, and then use those
+// values to control rendering
+//
+void Draw ( ESContext *esContext )
+{
+ int i;
+
+ UserData *userData = esContext->userData;
+
+ GLfloat vVertices[] = {
+ -0.75f, 0.25f, 0.50f, // Quad #0
+ -0.25f, 0.25f, 0.50f,
+ -0.25f, 0.75f, 0.50f,
+ -0.75f, 0.75f, 0.50f,
+ 0.25f, 0.25f, 0.90f, // Quad #1
+ 0.75f, 0.25f, 0.90f,
+ 0.75f, 0.75f, 0.90f,
+ 0.25f, 0.75f, 0.90f,
+ -0.75f, -0.75f, 0.50f, // Quad #2
+ -0.25f, -0.75f, 0.50f,
+ -0.25f, -0.25f, 0.50f,
+ -0.75f, -0.25f, 0.50f,
+ 0.25f, -0.75f, 0.50f, // Quad #3
+ 0.75f, -0.75f, 0.50f,
+ 0.75f, -0.25f, 0.50f,
+ 0.25f, -0.25f, 0.50f,
+ -1.00f, -1.00f, 0.00f, // Big Quad
+ 1.00f, -1.00f, 0.00f,
+ 1.00f, 1.00f, 0.00f,
+ -1.00f, 1.00f, 0.00f
+ };
+
+ GLubyte indices[][6] = {
+ { 0, 1, 2, 0, 2, 3 }, // Quad #0
+ { 4, 5, 6, 4, 6, 7 }, // Quad #1
+ { 8, 9, 10, 8, 10, 11 }, // Quad #2
+ { 12, 13, 14, 12, 14, 15 }, // Quad #3
+ { 16, 17, 18, 16, 18, 19 } // Big Quad
+ };
+
+#define NumTests 4
+ GLfloat colors[NumTests][4] = {
+ { 1.0f, 0.0f, 0.0f, 1.0f },
+ { 0.0f, 1.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f, 1.0f },
+ { 1.0f, 1.0f, 0.0f, 0.0f }
+ };
+
+ GLint numStencilBits;
+ GLuint stencilValues[NumTests] = {
+ 0x7, // Result of test 0
+ 0x0, // Result of test 1
+ 0x2, // Result of test 2
+ 0xff // Result of test 3. We need to fill this
+ // value in a run-time
+ };
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color, depth, and stencil buffers. At this
+ // point, the stencil buffer will be 0x1 for all pixels
+ glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 0, vVertices );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+
+ // Test 0:
+ //
+ // Initialize upper-left region. In this case, the
+ // stencil-buffer values will be replaced because the
+ // stencil test for the rendered pixels will fail the
+ // stencil test, which is
+ //
+ // ref mask stencil mask
+ // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 )
+ //
+ // The value in the stencil buffer for these pixels will
+ // be 0x7.
+ //
+ glStencilFunc( GL_LESS, 0x7, 0x3 );
+ glStencilOp( GL_REPLACE, GL_DECR, GL_DECR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] );
+
+ // Test 1:
+ //
+ // Initialize the upper-right region. Here, we'll decrement
+ // the stencil-buffer values where the stencil test passes
+ // but the depth test fails. The stencil test is
+ //
+ // ref mask stencil mask
+ // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 )
+ //
+ // but where the geometry fails the depth test. The
+ // stencil values for these pixels will be 0x0.
+ //
+ glStencilFunc( GL_GREATER, 0x3, 0x3 );
+ glStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] );
+
+ // Test 2:
+ //
+ // Initialize the lower-left region. Here we'll increment
+ // (with saturation) the stencil value where both the
+ // stencil and depth tests pass. The stencil test for
+ // these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 )
+ //
+ // The stencil values for these pixels will be 0x2.
+ //
+ glStencilFunc( GL_EQUAL, 0x1, 0x3 );
+ glStencilOp( GL_KEEP, GL_INCR, GL_INCR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] );
+
+ // Test 3:
+ //
+ // Finally, initialize the lower-right region. We'll invert
+ // the stencil value where the stencil tests fails. The
+ // stencil test for these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 )
+ //
+ // The stencil value here will be set to ~((2^s-1) & 0x1),
+ // (with the 0x1 being from the stencil clear value),
+ // where 's' is the number of bits in the stencil buffer
+ //
+ glStencilFunc( GL_EQUAL, 0x2, 0x1 );
+ glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] );
+
+ // Since we don't know at compile time how many stecil bits are present,
+ // we'll query, and update the value correct value in the
+ // stencilValues arrays for the fourth tests. We'll use this value
+ // later in rendering.
+ glGetIntegerv( GL_STENCIL_BITS, &numStencilBits );
+
+ stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff;
+
+ // Use the stencil buffer for controlling where rendering will
+ // occur. We diable writing to the stencil buffer so we
+ // can test against them without modifying the values we
+ // generated.
+ glStencilMask( 0x0 );
+
+ for ( i = 0; i < NumTests; ++i )
+ {
+ glStencilFunc( GL_EQUAL, stencilValues[i], 0xff );
+ glUniform4fv( userData->colorLoc, 1, colors[i] );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] );
+ }
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Stencil Test", 320, 240,
+ ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/Stencil_Test/Stencil_Test.vcproj b/samples/gles2_book/Stencil_Test/Stencil_Test.vcproj
new file mode 100644
index 0000000..dd3a2d9
--- /dev/null
+++ b/samples/gles2_book/Stencil_Test/Stencil_Test.vcproj
@@ -0,0 +1,177 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="Stencil_Test"
+ ProjectGUID="{EEACE995-26BC-4D56-A8B3-3E7A9AB3EB26}"
+ RootNamespace="Stencil_Test"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="2"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ IgnoreAllDefaultLibraries="false"
+ GenerateDebugInformation="true"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="2"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\Stencil_Test.c"
+ >
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/samples/gles2_book/TextureWrap/TextureWrap.c b/samples/gles2_book/TextureWrap/TextureWrap.c
new file mode 100644
index 0000000..2083819
--- /dev/null
+++ b/samples/gles2_book/TextureWrap/TextureWrap.c
@@ -0,0 +1,254 @@
+//
+// 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
+//
+
+// TextureWrap.c
+//
+// This is an example that demonstrates the three texture
+// wrap modes available on 2D textures
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+ GLint texCoordLoc;
+
+ // Sampler location
+ GLint samplerLoc;
+
+ // Offset location
+ GLint offsetLoc;
+
+ // Texture handle
+ GLuint textureId;
+
+} UserData;
+
+///
+// Generate an RGB8 checkerboard image
+//
+GLubyte* GenCheckImage( int width, int height, int checkSize )
+{
+ int x,
+ y;
+ GLubyte *pixels = malloc( width * height * 3 );
+
+ if ( pixels == NULL )
+ return NULL;
+
+ for ( y = 0; y < height; y++ )
+ for ( x = 0; x < width; x++ )
+ {
+ GLubyte rColor = 0;
+ GLubyte bColor = 0;
+
+ if ( ( x / checkSize ) % 2 == 0 )
+ {
+ rColor = 255 * ( ( y / checkSize ) % 2 );
+ bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
+ }
+ else
+ {
+ bColor = 255 * ( ( y / checkSize ) % 2 );
+ rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
+ }
+
+ pixels[(y * height + x) * 3] = rColor;
+ pixels[(y * height + x) * 3 + 1] = 0;
+ pixels[(y * height + x) * 3 + 2] = bColor;
+ }
+
+ return pixels;
+}
+
+///
+// Create a mipmapped 2D texture image
+//
+GLuint CreateTexture2D( )
+{
+ // Texture object handle
+ GLuint textureId;
+ int width = 256,
+ height = 256;
+ GLubyte *pixels;
+
+ pixels = GenCheckImage( width, height, 64 );
+ if ( pixels == NULL )
+ return 0;
+
+ // Generate a texture object
+ glGenTextures ( 1, &textureId );
+
+ // Bind the texture object
+ glBindTexture ( GL_TEXTURE_2D, textureId );
+
+ // Load mipmap level 0
+ glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
+
+ // Set the filtering mode
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ return textureId;
+
+}
+
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "uniform float u_offset; \n"
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " gl_Position.x += u_offset;\n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+ userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
+
+ // Get the sampler location
+ userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
+
+ // Get the offset location
+ userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
+
+ // Load the texture
+ userData->textureId = CreateTexture2D ();
+
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+ return TRUE;
+}
+
+///
+// Draw a triangle using the shader pair created in Init()
+//
+void Draw ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLfloat vVertices[] = { -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, esContext->width, esContext->height );
+
+ // Clear the color buffer
+ glClear ( GL_COLOR_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT,
+ GL_FALSE, 6 * sizeof(GLfloat), vVertices );
+ // Load the texture coordinate
+ glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
+ GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+ glEnableVertexAttribArray ( userData->texCoordLoc );
+
+ // Bind the texture
+ glActiveTexture ( GL_TEXTURE0 );
+ glBindTexture ( GL_TEXTURE_2D, userData->textureId );
+
+ // Set the sampler texture unit to 0
+ glUniform1i ( userData->samplerLoc, 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 ( userData->offsetLoc, -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 ( userData->offsetLoc, 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 ( userData->offsetLoc, 0.7f );
+ glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete texture object
+ glDeleteTextures ( 1, &userData->textureId );
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "MipMap 2D", 640, 480, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/samples/gles2_book/TextureWrap/TextureWrap.vcproj b/samples/gles2_book/TextureWrap/TextureWrap.vcproj
new file mode 100644
index 0000000..e0dc01a
--- /dev/null
+++ b/samples/gles2_book/TextureWrap/TextureWrap.vcproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="9.00"
+ Name="TextureWrap"
+ ProjectGUID="{CC1DE9A2-B456-4565-9C21-932253E969B9}"
+ RootNamespace="TextureWrap"
+ Keyword="Win32Proj"
+ TargetFrameworkVersion="131072"
+ >
+ <Platforms>
+ <Platform
+ Name="Win32"
+ />
+ </Platforms>
+ <ToolFiles>
+ </ToolFiles>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ MinimalRebuild="true"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="1"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="4"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="2"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ EmbedManifest="true"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
+ />
+ <Tool
+ Name="VCPostBuildEventTool"
+ />
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="$(SolutionDir)$(ConfigurationName)"
+ IntermediateDirectory="$(ConfigurationName)"
+ ConfigurationType="1"
+ CharacterSet="0"
+ WholeProgramOptimization="1"
+ >
+ <Tool
+ Name="VCPreBuildEventTool"
+ />
+ <Tool
+ Name="VCCustomBuildTool"
+ />
+ <Tool
+ Name="VCXMLDataGeneratorTool"
+ />
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"
+ />
+ <Tool
+ Name="VCMIDLTool"
+ />
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalIncludeDirectories="../Common;../../../include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
+ RuntimeLibrary="0"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="false"
+ DebugInformationFormat="3"
+ />
+ <Tool
+ Name="VCManagedResourceCompilerTool"
+ />
+ <Tool
+ Name="VCResourceCompilerTool"
+ />
+ <Tool
+ Name="VCPreLinkEventTool"
+ />
+ <Tool
+ Name="VCLinkerTool"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories=""
+ GenerateDebugInformation="true"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ RandomizedBaseAddress="1"
+ DataExecutionPrevention="0"
+ TargetMachine="1"
+ />
+ <Tool
+ Name="VCALinkTool"
+ />
+ <Tool
+ Name="VCManifestTool"
+ />
+ <Tool
+ Name="VCXDCMakeTool"
+ />
+ <Tool
+ Name="VCBscMakeTool"
+ />
+ <Tool
+ Name="VCFxCopTool"
+ />
+ <Tool
+ Name="VCAppVerifierTool"
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+ Name="VCPostBuildEventTool"
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+ <File
+ RelativePath=".\TextureWrap.c"
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diff --git a/samples/samples.sln b/samples/samples.sln
new file mode 100644
index 0000000..94eafa4
--- /dev/null
+++ b/samples/samples.sln
@@ -0,0 +1,128 @@
+Microsoft Visual Studio Solution File, Format Version 10.00
+# Visual Studio 2008
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+ ProjectSection(ProjectDependencies) = postProject
+ {B5871A7A-968C-42E3-A33B-981E6F448E78} = {B5871A7A-968C-42E3-A33B-981E6F448E78}
+ {E746FCA9-64C3-433E-85E8-9A5A67AB7ED6} = {E746FCA9-64C3-433E-85E8-9A5A67AB7ED6}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Hello_Triangle", "gles2_book\Hello_Triangle\Hello_Triangle.vcproj", "{8278251F-6C1F-4D80-8499-FA7B590FAFE6}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MipMap2D", "gles2_book\MipMap2D\MipMap2D.vcproj", "{4E69AC1F-1C7A-4D58-917C-E764FBEB489A}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MultiTexture", "gles2_book\MultiTexture\MultiTexture.vcproj", "{120CFF94-ED4B-4C5B-9587-9E40889F15F7}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ParticleSystem", "gles2_book\ParticleSystem\ParticleSystem.vcproj", "{B9E5BFFC-D843-4E0E-9D3E-23913A613473}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Simple_Texture2D", "gles2_book\Simple_Texture2D\Simple_Texture2D.vcproj", "{2E54D748-781B-4DF2-A1DD-B9384A821810}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Simple_TextureCubemap", "gles2_book\Simple_TextureCubemap\Simple_TextureCubemap.vcproj", "{5EE56061-643D-406E-B42D-4299D2411056}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Simple_VertexShader", "gles2_book\Simple_VertexShader\Simple_VertexShader.vcproj", "{667CE95F-5DD8-4395-8C18-5CA8A175B12D}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Stencil_Test", "gles2_book\Stencil_Test\Stencil_Test.vcproj", "{EEACE995-26BC-4D56-A8B3-3E7A9AB3EB26}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TextureWrap", "gles2_book\TextureWrap\TextureWrap.vcproj", "{CC1DE9A2-B456-4565-9C21-932253E969B9}"
+ ProjectSection(ProjectDependencies) = postProject
+ {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F} = {47C93F52-AB4E-4FF9-8D4F-B38CD60A183F}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libEGL", "..\src\libEGL\libEGL.vcproj", "{E746FCA9-64C3-433E-85E8-9A5A67AB7ED6}"
+ ProjectSection(ProjectDependencies) = postProject
+ {B5871A7A-968C-42E3-A33B-981E6F448E78} = {B5871A7A-968C-42E3-A33B-981E6F448E78}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libGLESv2", "..\src\libGLESv2\libGLESv2.vcproj", "{B5871A7A-968C-42E3-A33B-981E6F448E78}"
+ ProjectSection(ProjectDependencies) = postProject
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+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "compiler", "..\src\compiler\compiler.vcproj", "{5B3A6DB8-1E7E-40D7-92B9-DA8AAE619FAD}"
+EndProject
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