xref: /aosp_15_r20/external/angle/samples/mip_map_2d/MipMap2D.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 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 MipMap2D.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/shader_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker 
21*8975f5c5SAndroid Build Coastguard Worker class MipMap2DSample : public SampleApplication
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker   public:
MipMap2DSample(int argc,char ** argv)24*8975f5c5SAndroid Build Coastguard Worker     MipMap2DSample(int argc, char **argv) : SampleApplication("MipMap2D", argc, argv) {}
25*8975f5c5SAndroid Build Coastguard Worker 
initialize()26*8975f5c5SAndroid Build Coastguard Worker     bool initialize() override
27*8975f5c5SAndroid Build Coastguard Worker     {
28*8975f5c5SAndroid Build Coastguard Worker         constexpr char kVS[] = R"(uniform float u_offset;
29*8975f5c5SAndroid Build Coastguard Worker attribute vec4 a_position;
30*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
31*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
32*8975f5c5SAndroid Build Coastguard Worker void main()
33*8975f5c5SAndroid Build Coastguard Worker {
34*8975f5c5SAndroid Build Coastguard Worker     gl_Position = a_position;
35*8975f5c5SAndroid Build Coastguard Worker     gl_Position.x += u_offset;
36*8975f5c5SAndroid Build Coastguard Worker     v_texCoord = a_texCoord;
37*8975f5c5SAndroid Build Coastguard Worker })";
38*8975f5c5SAndroid Build Coastguard Worker 
39*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision mediump float;
40*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
41*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
42*8975f5c5SAndroid Build Coastguard Worker void main()
43*8975f5c5SAndroid Build Coastguard Worker {
44*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = texture2D(s_texture, v_texCoord);
45*8975f5c5SAndroid Build Coastguard Worker })";
46*8975f5c5SAndroid Build Coastguard Worker 
47*8975f5c5SAndroid Build Coastguard Worker         mProgram = CompileProgram(kVS, kFS);
48*8975f5c5SAndroid Build Coastguard Worker         if (!mProgram)
49*8975f5c5SAndroid Build Coastguard Worker         {
50*8975f5c5SAndroid Build Coastguard Worker             return false;
51*8975f5c5SAndroid Build Coastguard Worker         }
52*8975f5c5SAndroid Build Coastguard Worker 
53*8975f5c5SAndroid Build Coastguard Worker         // Get the attribute locations
54*8975f5c5SAndroid Build Coastguard Worker         mPositionLoc = glGetAttribLocation(mProgram, "a_position");
55*8975f5c5SAndroid Build Coastguard Worker         mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
56*8975f5c5SAndroid Build Coastguard Worker 
57*8975f5c5SAndroid Build Coastguard Worker         // Get the sampler location
58*8975f5c5SAndroid Build Coastguard Worker         mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
59*8975f5c5SAndroid Build Coastguard Worker 
60*8975f5c5SAndroid Build Coastguard Worker         // Get the offset location
61*8975f5c5SAndroid Build Coastguard Worker         mOffsetLoc = glGetUniformLocation(mProgram, "u_offset");
62*8975f5c5SAndroid Build Coastguard Worker 
63*8975f5c5SAndroid Build Coastguard Worker         // Load the texture
64*8975f5c5SAndroid Build Coastguard Worker         mTextureID = CreateMipMappedTexture2D();
65*8975f5c5SAndroid Build Coastguard Worker 
66*8975f5c5SAndroid Build Coastguard Worker         // Check Anisotropy limits
67*8975f5c5SAndroid Build Coastguard Worker         glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy);
68*8975f5c5SAndroid Build Coastguard Worker 
69*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
70*8975f5c5SAndroid Build Coastguard Worker 
71*8975f5c5SAndroid Build Coastguard Worker         return true;
72*8975f5c5SAndroid Build Coastguard Worker     }
73*8975f5c5SAndroid Build Coastguard Worker 
destroy()74*8975f5c5SAndroid Build Coastguard Worker     void destroy() override
75*8975f5c5SAndroid Build Coastguard Worker     {
76*8975f5c5SAndroid Build Coastguard Worker         glDeleteProgram(mProgram);
77*8975f5c5SAndroid Build Coastguard Worker         glDeleteTextures(1, &mTextureID);
78*8975f5c5SAndroid Build Coastguard Worker     }
79*8975f5c5SAndroid Build Coastguard Worker 
draw()80*8975f5c5SAndroid Build Coastguard Worker     void draw() override
81*8975f5c5SAndroid Build Coastguard Worker     {
82*8975f5c5SAndroid Build Coastguard Worker         const GLfloat vertices[] = {
83*8975f5c5SAndroid Build Coastguard Worker             -0.25f, 0.5f,  0.0f, 5.0f,  // Position 0
84*8975f5c5SAndroid Build Coastguard Worker             0.0f,   0.0f,               // TexCoord 0
85*8975f5c5SAndroid Build Coastguard Worker             -0.25f, -0.5f, 0.0f, 1.0f,  // Position 1
86*8975f5c5SAndroid Build Coastguard Worker             0.0f,   1.0f,               // TexCoord 1
87*8975f5c5SAndroid Build Coastguard Worker             0.25f,  -0.5f, 0.0f, 1.0f,  // Position 2
88*8975f5c5SAndroid Build Coastguard Worker             1.0f,   1.0f,               // TexCoord 2
89*8975f5c5SAndroid Build Coastguard Worker             0.25f,  0.5f,  0.0f, 5.0f,  // Position 3
90*8975f5c5SAndroid Build Coastguard Worker             1.0f,   0.0f                // TexCoord 3
91*8975f5c5SAndroid Build Coastguard Worker         };
92*8975f5c5SAndroid Build Coastguard Worker         const GLushort indices[] = {0, 1, 2, 0, 2, 3};
93*8975f5c5SAndroid Build Coastguard Worker 
94*8975f5c5SAndroid Build Coastguard Worker         // Set the viewport
95*8975f5c5SAndroid Build Coastguard Worker         glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
96*8975f5c5SAndroid Build Coastguard Worker 
97*8975f5c5SAndroid Build Coastguard Worker         // Clear the color buffer
98*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
99*8975f5c5SAndroid Build Coastguard Worker 
100*8975f5c5SAndroid Build Coastguard Worker         // Use the program object
101*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram);
102*8975f5c5SAndroid Build Coastguard Worker 
103*8975f5c5SAndroid Build Coastguard Worker         // Load the vertex position
104*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices);
105*8975f5c5SAndroid Build Coastguard Worker         // Load the texture coordinate
106*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
107*8975f5c5SAndroid Build Coastguard Worker                               vertices + 4);
108*8975f5c5SAndroid Build Coastguard Worker 
109*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mPositionLoc);
110*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mTexCoordLoc);
111*8975f5c5SAndroid Build Coastguard Worker 
112*8975f5c5SAndroid Build Coastguard Worker         // Bind the texture
113*8975f5c5SAndroid Build Coastguard Worker         glActiveTexture(GL_TEXTURE0);
114*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_2D, mTextureID);
115*8975f5c5SAndroid Build Coastguard Worker 
116*8975f5c5SAndroid Build Coastguard Worker         // Set the sampler texture unit to 0
117*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(mSamplerLoc, 0);
118*8975f5c5SAndroid Build Coastguard Worker 
119*8975f5c5SAndroid Build Coastguard Worker         // Draw quad with nearest sampling
120*8975f5c5SAndroid Build Coastguard Worker         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
121*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(mOffsetLoc, -0.6f);
122*8975f5c5SAndroid Build Coastguard Worker         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
123*8975f5c5SAndroid Build Coastguard Worker 
124*8975f5c5SAndroid Build Coastguard Worker         // Draw quad with trilinear filtering
125*8975f5c5SAndroid Build Coastguard Worker         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
126*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(mOffsetLoc, 0.0f);
127*8975f5c5SAndroid Build Coastguard Worker         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
128*8975f5c5SAndroid Build Coastguard Worker 
129*8975f5c5SAndroid Build Coastguard Worker         // Draw quad with anisotropic filtering
130*8975f5c5SAndroid Build Coastguard Worker         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
131*8975f5c5SAndroid Build Coastguard Worker         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy);
132*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(mOffsetLoc, 0.6f);
133*8975f5c5SAndroid Build Coastguard Worker         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
134*8975f5c5SAndroid Build Coastguard Worker         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
135*8975f5c5SAndroid Build Coastguard Worker     }
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker   private:
138*8975f5c5SAndroid Build Coastguard Worker     // Handle to a program object
139*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram;
140*8975f5c5SAndroid Build Coastguard Worker 
141*8975f5c5SAndroid Build Coastguard Worker     // Attribute locations
142*8975f5c5SAndroid Build Coastguard Worker     GLint mPositionLoc;
143*8975f5c5SAndroid Build Coastguard Worker     GLint mTexCoordLoc;
144*8975f5c5SAndroid Build Coastguard Worker 
145*8975f5c5SAndroid Build Coastguard Worker     // Sampler location
146*8975f5c5SAndroid Build Coastguard Worker     GLint mSamplerLoc;
147*8975f5c5SAndroid Build Coastguard Worker 
148*8975f5c5SAndroid Build Coastguard Worker     // Offset location
149*8975f5c5SAndroid Build Coastguard Worker     GLint mOffsetLoc;
150*8975f5c5SAndroid Build Coastguard Worker 
151*8975f5c5SAndroid Build Coastguard Worker     // Texture handle
152*8975f5c5SAndroid Build Coastguard Worker     GLuint mTextureID;
153*8975f5c5SAndroid Build Coastguard Worker 
154*8975f5c5SAndroid Build Coastguard Worker     float mMaxAnisotropy;
155*8975f5c5SAndroid Build Coastguard Worker };
156*8975f5c5SAndroid Build Coastguard Worker 
main(int argc,char ** argv)157*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
158*8975f5c5SAndroid Build Coastguard Worker {
159*8975f5c5SAndroid Build Coastguard Worker     MipMap2DSample app(argc, argv);
160*8975f5c5SAndroid Build Coastguard Worker     return app.run();
161*8975f5c5SAndroid Build Coastguard Worker }
162