Files
godot-angle-static/samples/sample_util/texture_utils.cpp
Geoff Lang 413fd933a3 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>
2015-04-23 13:59:32 +00:00

130 lines
3.4 KiB
C++

//
// 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;
}