Move all GLES samples into the samples directory.

There was no real reason to keep them in an angle directory and it makes
the generated projects nicer.

BUG=angleproject:981

Change-Id: I844e44dc5c2df51f5292cff4bdffe5e951745aae
Reviewed-on: https://chromium-review.googlesource.com/266871
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Geoff Lang
2015-04-22 11:00:41 -04:00
parent 53643854d9
commit 413fd933a3
33 changed files with 20 additions and 20 deletions

View File

@@ -0,0 +1,129 @@
//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "texture_utils.h"
#include <array>
GLuint CreateSimpleTexture2D()
{
// Use tightly packed data
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
const size_t width = 2;
const size_t height = 2;
GLubyte pixels[width * height * 3] =
{
255, 0, 0, // Red
0, 255, 0, // Green
0, 0, 255, // Blue
255, 255, 0, // Yellow
};
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return texture;
}
GLuint CreateSimpleTextureCubemap()
{
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
// Load the texture faces
GLubyte pixels[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
};
for (size_t i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels[i]);
}
// 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 texture;
}
GLuint CreateMipMappedTexture2D()
{
// Texture object handle
const size_t width = 256;
const size_t height = 256;
std::array<GLubyte, width * height * 3> pixels;
const size_t checkerSize = 8;
for (GLsizei y = 0; y < height; y++)
{
for (GLsizei x = 0; x < width; x++)
{
GLubyte rColor = 0;
GLubyte bColor = 0;
if ((x / checkerSize) % 2 == 0)
{
rColor = 255 * ((y / checkerSize) % 2);
bColor = 255 * (1 - ((y / checkerSize) % 2));
}
else
{
bColor = 255 * ((y / checkerSize) % 2);
rColor = 255 * (1 - ((y / checkerSize) % 2));
}
pixels[(y * height + x) * 3] = rColor;
pixels[(y * height + x) * 3 + 1] = 0;
pixels[(y * height + x) * 3 + 2] = bColor;
}
}
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Load mipmap level 0
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
// Generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
// 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 texture;
}