mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
347 lines
9.4 KiB
C
347 lines
9.4 KiB
C
//
|
|
// 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
|
|
//
|
|
|
|
// MipMap2D.c
|
|
//
|
|
// This is a simple example that demonstrates generating a mipmap chain
|
|
// and rendering with it
|
|
//
|
|
#include <stdlib.h>
|
|
#include "esUtil.h"
|
|
|
|
typedef struct
|
|
{
|
|
// Handle to a program object
|
|
GLuint programObject;
|
|
|
|
// Attribute locations
|
|
GLint positionLoc;
|
|
GLint texCoordLoc;
|
|
|
|
// Sampler location
|
|
GLint samplerLoc;
|
|
|
|
// Offset location
|
|
GLint offsetLoc;
|
|
|
|
// Texture handle
|
|
GLuint textureId;
|
|
|
|
} UserData;
|
|
|
|
|
|
///
|
|
// From an RGB8 source image, generate the next level mipmap
|
|
//
|
|
GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
|
|
{
|
|
int x,
|
|
y;
|
|
int texelSize = 3;
|
|
|
|
*dstWidth = srcWidth / 2;
|
|
if ( *dstWidth <= 0 )
|
|
*dstWidth = 1;
|
|
|
|
*dstHeight = srcHeight / 2;
|
|
if ( *dstHeight <= 0 )
|
|
*dstHeight = 1;
|
|
|
|
*dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
|
|
if ( *dst == NULL )
|
|
return GL_FALSE;
|
|
|
|
for ( y = 0; y < *dstHeight; y++ )
|
|
{
|
|
for( x = 0; x < *dstWidth; x++ )
|
|
{
|
|
int srcIndex[4];
|
|
float r = 0.0f,
|
|
g = 0.0f,
|
|
b = 0.0f;
|
|
int sample;
|
|
|
|
// Compute the offsets for 2x2 grid of pixels in previous
|
|
// image to perform box filter
|
|
srcIndex[0] =
|
|
(((y * 2) * srcWidth) + (x * 2)) * texelSize;
|
|
srcIndex[1] =
|
|
(((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize;
|
|
srcIndex[2] =
|
|
((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
|
|
srcIndex[3] =
|
|
((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
|
|
|
|
// Sum all pixels
|
|
for ( sample = 0; sample < 4; sample++ )
|
|
{
|
|
r += src[srcIndex[sample]];
|
|
g += src[srcIndex[sample] + 1];
|
|
b += src[srcIndex[sample] + 2];
|
|
}
|
|
|
|
// Average results
|
|
r /= 4.0;
|
|
g /= 4.0;
|
|
b /= 4.0;
|
|
|
|
// Store resulting pixels
|
|
(*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
|
|
(*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
|
|
(*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
|
|
}
|
|
}
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
///
|
|
// Generate an RGB8 checkerboard image
|
|
//
|
|
GLubyte* GenCheckImage( int width, int height, int checkSize )
|
|
{
|
|
int x,
|
|
y;
|
|
GLubyte *pixels = malloc( width * height * 3 );
|
|
|
|
if ( pixels == NULL )
|
|
return NULL;
|
|
|
|
for ( y = 0; y < height; y++ )
|
|
for ( x = 0; x < width; x++ )
|
|
{
|
|
GLubyte rColor = 0;
|
|
GLubyte bColor = 0;
|
|
|
|
if ( ( x / checkSize ) % 2 == 0 )
|
|
{
|
|
rColor = 255 * ( ( y / checkSize ) % 2 );
|
|
bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
|
|
}
|
|
else
|
|
{
|
|
bColor = 255 * ( ( y / checkSize ) % 2 );
|
|
rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
|
|
}
|
|
|
|
pixels[(y * height + x) * 3] = rColor;
|
|
pixels[(y * height + x) * 3 + 1] = 0;
|
|
pixels[(y * height + x) * 3 + 2] = bColor;
|
|
}
|
|
|
|
return pixels;
|
|
}
|
|
|
|
///
|
|
// Create a mipmapped 2D texture image
|
|
//
|
|
GLuint CreateMipMappedTexture2D( )
|
|
{
|
|
// Texture object handle
|
|
GLuint textureId;
|
|
int width = 256,
|
|
height = 256;
|
|
int level;
|
|
GLubyte *pixels;
|
|
GLubyte *prevImage;
|
|
GLubyte *newImage;
|
|
|
|
pixels = GenCheckImage( width, height, 8 );
|
|
if ( pixels == NULL )
|
|
return 0;
|
|
|
|
// Generate a texture object
|
|
glGenTextures ( 1, &textureId );
|
|
|
|
// Bind the texture object
|
|
glBindTexture ( GL_TEXTURE_2D, textureId );
|
|
|
|
// Load mipmap level 0
|
|
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
|
|
0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
|
|
|
|
level = 1;
|
|
prevImage = &pixels[0];
|
|
|
|
while ( width > 1 && height > 1 )
|
|
{
|
|
int newWidth,
|
|
newHeight;
|
|
|
|
// Generate the next mipmap level
|
|
GenMipMap2D( prevImage, &newImage, width, height,
|
|
&newWidth, &newHeight );
|
|
|
|
// Load the mipmap level
|
|
glTexImage2D( GL_TEXTURE_2D, level, GL_RGB,
|
|
newWidth, newHeight, 0, GL_RGB,
|
|
GL_UNSIGNED_BYTE, newImage );
|
|
|
|
// Free the previous image
|
|
free ( prevImage );
|
|
|
|
// Set the previous image for the next iteration
|
|
prevImage = newImage;
|
|
level++;
|
|
|
|
// Half the width and height
|
|
width = newWidth;
|
|
height = newHeight;
|
|
}
|
|
|
|
free ( newImage );
|
|
|
|
// 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 textureId;
|
|
|
|
}
|
|
|
|
|
|
///
|
|
// Initialize the shader and program object
|
|
//
|
|
int Init ( ESContext *esContext )
|
|
{
|
|
UserData *userData = esContext->userData;
|
|
GLbyte vShaderStr[] =
|
|
"uniform float u_offset; \n"
|
|
"attribute vec4 a_position; \n"
|
|
"attribute vec2 a_texCoord; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_Position = a_position; \n"
|
|
" gl_Position.x += u_offset;\n"
|
|
" v_texCoord = a_texCoord; \n"
|
|
"} \n";
|
|
|
|
GLbyte fShaderStr[] =
|
|
"precision mediump float; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"uniform sampler2D s_texture; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_FragColor = texture2D( s_texture, v_texCoord );\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->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
|
|
|
|
// Get the offset location
|
|
userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
|
|
|
|
// Load the texture
|
|
userData->textureId = CreateMipMappedTexture2D ();
|
|
|
|
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, 1.5f, // Position 0
|
|
0.0f, 0.0f, // TexCoord 0
|
|
-0.5f, -0.5f, 0.0f, 0.75f, // Position 1
|
|
0.0f, 1.0f, // TexCoord 1
|
|
0.5f, -0.5f, 0.0f, 0.75f, // Position 2
|
|
1.0f, 1.0f, // TexCoord 2
|
|
0.5f, 0.5f, 0.0f, 1.5f, // 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, 4, GL_FLOAT,
|
|
GL_FALSE, 6 * sizeof(GLfloat), vVertices );
|
|
// Load the texture coordinate
|
|
glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
|
|
GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
|
|
|
|
glEnableVertexAttribArray ( userData->positionLoc );
|
|
glEnableVertexAttribArray ( userData->texCoordLoc );
|
|
|
|
// Bind the texture
|
|
glActiveTexture ( GL_TEXTURE0 );
|
|
glBindTexture ( GL_TEXTURE_2D, userData->textureId );
|
|
|
|
// Set the sampler texture unit to 0
|
|
glUniform1i ( userData->samplerLoc, 0 );
|
|
|
|
// Draw quad with nearest sampling
|
|
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
|
glUniform1f ( userData->offsetLoc, -0.6f );
|
|
glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
|
|
|
|
// Draw quad with trilinear filtering
|
|
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
|
glUniform1f ( userData->offsetLoc, 0.6f );
|
|
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->textureId );
|
|
|
|
// Delete program object
|
|
glDeleteProgram ( userData->programObject );
|
|
}
|
|
|
|
|
|
int main ( int argc, char *argv[] )
|
|
{
|
|
ESContext esContext;
|
|
UserData userData;
|
|
|
|
esInitContext ( &esContext );
|
|
esContext.userData = &userData;
|
|
|
|
esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB );
|
|
|
|
if ( !Init ( &esContext ) )
|
|
return 0;
|
|
|
|
esRegisterDrawFunc ( &esContext, Draw );
|
|
|
|
esMainLoop ( &esContext );
|
|
|
|
ShutDown ( &esContext );
|
|
}
|