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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>
150 lines
4.4 KiB
C++
150 lines
4.4 KiB
C++
//
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// Copyright 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on TextureWrap.c from
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// Book: OpenGL(R) ES 2.0 Programming Guide
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// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
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// ISBN-10: 0321502795
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// ISBN-13: 9780321502797
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// Publisher: Addison-Wesley Professional
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// URLs: http://safari.informit.com/9780321563835
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// http://www.opengles-book.com
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#include "SampleApplication.h"
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#include "texture_utils.h"
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#include "util/shader_utils.h"
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class TextureWrapSample : public SampleApplication
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{
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public:
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TextureWrapSample(int argc, char **argv) : SampleApplication("TextureWrap", argc, argv) {}
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bool initialize() override
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{
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constexpr char kVS[] = R"(uniform float u_offset;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = a_position;
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gl_Position.x += u_offset;
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v_texCoord = a_texCoord;
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})";
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constexpr char kFS[] = R"(precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D s_texture;
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void main()
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{
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gl_FragColor = texture2D(s_texture, v_texCoord);
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})";
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mProgram = CompileProgram(kVS, kFS);
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if (!mProgram)
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{
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return false;
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}
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// Get the attribute locations
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mPositionLoc = glGetAttribLocation(mProgram, "a_position");
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mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
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// Get the sampler location
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mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
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// Get the offset location
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mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
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// Load the texture
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mTexture = CreateMipMappedTexture2D();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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return true;
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}
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void destroy() override { glDeleteProgram(mProgram); }
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void draw() override
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{
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GLfloat vertices[] = {
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-0.3f, 0.3f, 0.0f, 1.0f, // Position 0
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-1.0f, -1.0f, // TexCoord 0
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-0.3f, -0.3f, 0.0f, 1.0f, // Position 1
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-1.0f, 2.0f, // TexCoord 1
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0.3f, -0.3f, 0.0f, 1.0f, // Position 2
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2.0f, 2.0f, // TexCoord 2
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0.3f, 0.3f, 0.0f, 1.0f, // Position 3
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2.0f, -1.0f // TexCoord 3
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};
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GLushort indices[] = {0, 1, 2, 0, 2, 3};
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// Set the viewport
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glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(mProgram);
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// Load the vertex position
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glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);
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glEnableVertexAttribArray(mPositionLoc);
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// Load the texture coordinate
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glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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vertices + 4);
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glEnableVertexAttribArray(mTexCoordLoc);
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// Set the sampler texture unit to 0
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glUniform1i(mSamplerLoc, 0);
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// Draw quad with repeat wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glUniform1f(mOffsetLoc, -0.7f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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// Draw quad with clamp to edge wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1f(mOffsetLoc, 0.0f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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// Draw quad with mirrored repeat
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glUniform1f(mOffsetLoc, 0.7f);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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private:
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// Handle to a program object
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GLuint mProgram;
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// Attribute locations
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GLint mPositionLoc;
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GLint mTexCoordLoc;
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// Sampler location
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GLint mSamplerLoc;
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// Offset location
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GLint mOffsetLoc;
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// Texture handle
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GLuint mTexture;
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};
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int main(int argc, char **argv)
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{
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TextureWrapSample app(argc, argv);
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return app.run();
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}
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