// // 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 // // MultiTexture.c // // This is an example that draws a quad with a basemap and // lightmap to demonstrate multitexturing. // #include #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler locations GLint baseMapLoc; GLint lightMapLoc; // Texture handle GLuint baseMapTexId; GLuint lightMapTexId; } UserData; /// // Load texture from disk // GLuint LoadTexture ( char *fileName ) { int width, height; char *buffer = esLoadTGA ( fileName, &width, &height ); GLuint texId; if ( buffer == NULL ) { esLogMessage ( "Error loading (%s) image.\n", fileName ); return 0; } glGenTextures ( 1, &texId ); glBindTexture ( GL_TEXTURE_2D, texId ); glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); free ( buffer ); return texId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_baseMap; \n" "uniform sampler2D s_lightMap; \n" "void main() \n" "{ \n" " vec4 baseColor; \n" " vec4 lightColor; \n" " \n" " baseColor = texture2D( s_baseMap, v_texCoord ); \n" " lightColor = texture2D( s_lightMap, v_texCoord ); \n" " gl_FragColor = baseColor * (lightColor + 0.25); \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" ); userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" ); // Load the textures userData->baseMapTexId = LoadTexture ( "basemap.tga" ); userData->lightMapTexId = LoadTexture ( "lightmap.tga" ); if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 ) return FALSE; glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the base map glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId ); // Set the base map sampler to texture unit to 0 glUniform1i ( userData->baseMapLoc, 0 ); // Bind the light map glActiveTexture ( GL_TEXTURE1 ); glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId ); // Set the light map sampler to texture unit 1 glUniform1i ( userData->lightMapLoc, 1 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->baseMapTexId ); glDeleteTextures ( 1, &userData->lightMapTexId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("MultiTexture"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }