Files
godot-angle-static/samples/texture_wrap/TextureWrap.cpp
Stuart Morgan 9d737966ac Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
  initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
  "The ANGLE Project Authors"

These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.

BUG=angleproject:3811

Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2019-08-14 23:05:33 +00:00

150 lines
4.4 KiB
C++

//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Based on TextureWrap.c from
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
#include "SampleApplication.h"
#include "texture_utils.h"
#include "util/shader_utils.h"
class TextureWrapSample : public SampleApplication
{
public:
TextureWrapSample(int argc, char **argv) : SampleApplication("TextureWrap", argc, argv) {}
bool initialize() override
{
constexpr char kVS[] = R"(uniform float u_offset;
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
gl_Position.x += u_offset;
v_texCoord = a_texCoord;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
})";
mProgram = CompileProgram(kVS, kFS);
if (!mProgram)
{
return false;
}
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
// Get the sampler location
mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
// Get the offset location
mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
// Load the texture
mTexture = CreateMipMappedTexture2D();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return true;
}
void destroy() override { glDeleteProgram(mProgram); }
void draw() override
{
GLfloat vertices[] = {
-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, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);
glEnableVertexAttribArray(mPositionLoc);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
vertices + 4);
glEnableVertexAttribArray(mTexCoordLoc);
// Set the sampler texture unit to 0
glUniform1i(mSamplerLoc, 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(mOffsetLoc, -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(mOffsetLoc, 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(mOffsetLoc, 0.7f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
private:
// Handle to a program object
GLuint mProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler location
GLint mSamplerLoc;
// Offset location
GLint mOffsetLoc;
// Texture handle
GLuint mTexture;
};
int main(int argc, char **argv)
{
TextureWrapSample app(argc, argv);
return app.run();
}