Files
godot-angle-static/samples/sample_util/texture_utils.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

128 lines
3.7 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.
//
#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(static_cast<GLenum>(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 (size_t y = 0; y < height; y++)
{
for (size_t 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;
}