1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // Based on Simple_Texture2D.c from
8*8975f5c5SAndroid Build Coastguard Worker // Book: OpenGL(R) ES 2.0 Programming Guide
9*8975f5c5SAndroid Build Coastguard Worker // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
10*8975f5c5SAndroid Build Coastguard Worker // ISBN-10: 0321502795
11*8975f5c5SAndroid Build Coastguard Worker // ISBN-13: 9780321502797
12*8975f5c5SAndroid Build Coastguard Worker // Publisher: Addison-Wesley Professional
13*8975f5c5SAndroid Build Coastguard Worker // URLs: http://safari.informit.com/9780321563835
14*8975f5c5SAndroid Build Coastguard Worker // http://www.opengles-book.com
15*8975f5c5SAndroid Build Coastguard Worker
16*8975f5c5SAndroid Build Coastguard Worker #include "SampleApplication.h"
17*8975f5c5SAndroid Build Coastguard Worker
18*8975f5c5SAndroid Build Coastguard Worker #include "texture_utils.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "util/gles_loader_autogen.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker class GLES1SimpleTexture2DSample : public SampleApplication
23*8975f5c5SAndroid Build Coastguard Worker {
24*8975f5c5SAndroid Build Coastguard Worker public:
GLES1SimpleTexture2DSample(int argc,char ** argv)25*8975f5c5SAndroid Build Coastguard Worker GLES1SimpleTexture2DSample(int argc, char **argv)
26*8975f5c5SAndroid Build Coastguard Worker : SampleApplication("GLES1SimpleTexture2D", argc, argv, ClientType::ES1)
27*8975f5c5SAndroid Build Coastguard Worker {}
28*8975f5c5SAndroid Build Coastguard Worker
initialize()29*8975f5c5SAndroid Build Coastguard Worker bool initialize() override
30*8975f5c5SAndroid Build Coastguard Worker {
31*8975f5c5SAndroid Build Coastguard Worker // Load the texture
32*8975f5c5SAndroid Build Coastguard Worker mTexture = CreateSimpleTexture2D();
33*8975f5c5SAndroid Build Coastguard Worker
34*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
35*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_TEXTURE_2D);
36*8975f5c5SAndroid Build Coastguard Worker
37*8975f5c5SAndroid Build Coastguard Worker return true;
38*8975f5c5SAndroid Build Coastguard Worker }
39*8975f5c5SAndroid Build Coastguard Worker
destroy()40*8975f5c5SAndroid Build Coastguard Worker void destroy() override { glDeleteTextures(1, &mTexture); }
41*8975f5c5SAndroid Build Coastguard Worker
draw()42*8975f5c5SAndroid Build Coastguard Worker void draw() override
43*8975f5c5SAndroid Build Coastguard Worker {
44*8975f5c5SAndroid Build Coastguard Worker GLfloat vertices[] = {
45*8975f5c5SAndroid Build Coastguard Worker -0.5f, 0.5f, 0.0f, // Position 0
46*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
47*8975f5c5SAndroid Build Coastguard Worker -0.5f, -0.5f, 0.0f, // Position 1
48*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
49*8975f5c5SAndroid Build Coastguard Worker 0.5f, -0.5f, 0.0f, // Position 2
50*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
51*8975f5c5SAndroid Build Coastguard Worker 0.5f, 0.5f, 0.0f, // Position 3
52*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
53*8975f5c5SAndroid Build Coastguard Worker };
54*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker // Set the viewport
57*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
58*8975f5c5SAndroid Build Coastguard Worker
59*8975f5c5SAndroid Build Coastguard Worker // Clear the color buffer
60*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker // Load the vertex position
63*8975f5c5SAndroid Build Coastguard Worker glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), vertices);
64*8975f5c5SAndroid Build Coastguard Worker // Load the texture coordinate
65*8975f5c5SAndroid Build Coastguard Worker glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), vertices + 3);
66*8975f5c5SAndroid Build Coastguard Worker
67*8975f5c5SAndroid Build Coastguard Worker glEnableClientState(GL_VERTEX_ARRAY);
68*8975f5c5SAndroid Build Coastguard Worker glEnableClientState(GL_TEXTURE_COORD_ARRAY);
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker // Bind the texture
71*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
72*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTexture);
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
75*8975f5c5SAndroid Build Coastguard Worker }
76*8975f5c5SAndroid Build Coastguard Worker
77*8975f5c5SAndroid Build Coastguard Worker private:
78*8975f5c5SAndroid Build Coastguard Worker // Texture handle
79*8975f5c5SAndroid Build Coastguard Worker GLuint mTexture = 0;
80*8975f5c5SAndroid Build Coastguard Worker };
81*8975f5c5SAndroid Build Coastguard Worker
main(int argc,char ** argv)82*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
83*8975f5c5SAndroid Build Coastguard Worker {
84*8975f5c5SAndroid Build Coastguard Worker GLES1SimpleTexture2DSample app(argc, argv);
85*8975f5c5SAndroid Build Coastguard Worker return app.run();
86*8975f5c5SAndroid Build Coastguard Worker }
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