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 }
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