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 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/shader_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "util/test_utils.h"
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker #include <cstring>
23*8975f5c5SAndroid Build Coastguard Worker #include <iostream>
24*8975f5c5SAndroid Build Coastguard Worker
25*8975f5c5SAndroid Build Coastguard Worker class MultipleDrawBuffersSample : public SampleApplication
26*8975f5c5SAndroid Build Coastguard Worker {
27*8975f5c5SAndroid Build Coastguard Worker public:
MultipleDrawBuffersSample(int argc,char ** argv)28*8975f5c5SAndroid Build Coastguard Worker MultipleDrawBuffersSample(int argc, char **argv)
29*8975f5c5SAndroid Build Coastguard Worker : SampleApplication("MultipleDrawBuffers", argc, argv)
30*8975f5c5SAndroid Build Coastguard Worker {}
31*8975f5c5SAndroid Build Coastguard Worker
initialize()32*8975f5c5SAndroid Build Coastguard Worker bool initialize() override
33*8975f5c5SAndroid Build Coastguard Worker {
34*8975f5c5SAndroid Build Coastguard Worker // Check EXT_draw_buffers is supported
35*8975f5c5SAndroid Build Coastguard Worker char *extensionString = (char *)glGetString(GL_EXTENSIONS);
36*8975f5c5SAndroid Build Coastguard Worker if (strstr(extensionString, "GL_EXT_draw_buffers") != nullptr)
37*8975f5c5SAndroid Build Coastguard Worker {
38*8975f5c5SAndroid Build Coastguard Worker // Retrieve the address of glDrawBuffersEXT from EGL
39*8975f5c5SAndroid Build Coastguard Worker mDrawBuffers = (PFNGLDRAWBUFFERSEXTPROC)eglGetProcAddress("glDrawBuffersEXT");
40*8975f5c5SAndroid Build Coastguard Worker }
41*8975f5c5SAndroid Build Coastguard Worker else
42*8975f5c5SAndroid Build Coastguard Worker {
43*8975f5c5SAndroid Build Coastguard Worker mDrawBuffers = glDrawBuffers;
44*8975f5c5SAndroid Build Coastguard Worker }
45*8975f5c5SAndroid Build Coastguard Worker
46*8975f5c5SAndroid Build Coastguard Worker if (!mDrawBuffers)
47*8975f5c5SAndroid Build Coastguard Worker {
48*8975f5c5SAndroid Build Coastguard Worker std::cerr << "Unable to load glDrawBuffers[EXT] entry point.";
49*8975f5c5SAndroid Build Coastguard Worker return false;
50*8975f5c5SAndroid Build Coastguard Worker }
51*8975f5c5SAndroid Build Coastguard Worker
52*8975f5c5SAndroid Build Coastguard Worker std::stringstream vsStream;
53*8975f5c5SAndroid Build Coastguard Worker vsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_vs.glsl";
54*8975f5c5SAndroid Build Coastguard Worker
55*8975f5c5SAndroid Build Coastguard Worker std::stringstream fsStream;
56*8975f5c5SAndroid Build Coastguard Worker fsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_fs.glsl";
57*8975f5c5SAndroid Build Coastguard Worker
58*8975f5c5SAndroid Build Coastguard Worker std::stringstream copyFsStream;
59*8975f5c5SAndroid Build Coastguard Worker copyFsStream << angle::GetExecutableDirectory() << "/multiple_draw_buffers_copy_fs.glsl";
60*8975f5c5SAndroid Build Coastguard Worker
61*8975f5c5SAndroid Build Coastguard Worker mMRTProgram = CompileProgramFromFiles(vsStream.str(), fsStream.str());
62*8975f5c5SAndroid Build Coastguard Worker if (!mMRTProgram)
63*8975f5c5SAndroid Build Coastguard Worker {
64*8975f5c5SAndroid Build Coastguard Worker return false;
65*8975f5c5SAndroid Build Coastguard Worker }
66*8975f5c5SAndroid Build Coastguard Worker
67*8975f5c5SAndroid Build Coastguard Worker mCopyProgram = CompileProgramFromFiles(vsStream.str(), copyFsStream.str());
68*8975f5c5SAndroid Build Coastguard Worker if (!mCopyProgram)
69*8975f5c5SAndroid Build Coastguard Worker {
70*8975f5c5SAndroid Build Coastguard Worker return false;
71*8975f5c5SAndroid Build Coastguard Worker }
72*8975f5c5SAndroid Build Coastguard Worker
73*8975f5c5SAndroid Build Coastguard Worker // Get the attribute locations
74*8975f5c5SAndroid Build Coastguard Worker mPositionLoc = glGetAttribLocation(mCopyProgram, "a_position");
75*8975f5c5SAndroid Build Coastguard Worker mTexCoordLoc = glGetAttribLocation(mCopyProgram, "a_texCoord");
76*8975f5c5SAndroid Build Coastguard Worker
77*8975f5c5SAndroid Build Coastguard Worker // Get the sampler location
78*8975f5c5SAndroid Build Coastguard Worker mSamplerLoc = glGetUniformLocation(mCopyProgram, "s_texture");
79*8975f5c5SAndroid Build Coastguard Worker
80*8975f5c5SAndroid Build Coastguard Worker // Load the texture
81*8975f5c5SAndroid Build Coastguard Worker mTexture = CreateSimpleTexture2D();
82*8975f5c5SAndroid Build Coastguard Worker
83*8975f5c5SAndroid Build Coastguard Worker // Initialize the user framebuffer
84*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &mFramebuffer);
85*8975f5c5SAndroid Build Coastguard Worker glGenTextures(mFramebufferAttachmentCount, mFramebufferTextures);
86*8975f5c5SAndroid Build Coastguard Worker
87*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
88*8975f5c5SAndroid Build Coastguard Worker for (size_t i = 0; i < mFramebufferAttachmentCount; i++)
89*8975f5c5SAndroid Build Coastguard Worker {
90*8975f5c5SAndroid Build Coastguard Worker // Create textures for the four color attachments
91*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[i]);
92*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindow()->getWidth(),
93*8975f5c5SAndroid Build Coastguard Worker getWindow()->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
94*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
95*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
96*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
97*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
98*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER,
99*8975f5c5SAndroid Build Coastguard Worker static_cast<GLenum>(GL_COLOR_ATTACHMENT0_EXT + i), GL_TEXTURE_2D,
100*8975f5c5SAndroid Build Coastguard Worker mFramebufferTextures[i], 0);
101*8975f5c5SAndroid Build Coastguard Worker }
102*8975f5c5SAndroid Build Coastguard Worker
103*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, 0);
104*8975f5c5SAndroid Build Coastguard Worker
105*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
106*8975f5c5SAndroid Build Coastguard Worker
107*8975f5c5SAndroid Build Coastguard Worker return true;
108*8975f5c5SAndroid Build Coastguard Worker }
109*8975f5c5SAndroid Build Coastguard Worker
destroy()110*8975f5c5SAndroid Build Coastguard Worker void destroy() override
111*8975f5c5SAndroid Build Coastguard Worker {
112*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mCopyProgram);
113*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mMRTProgram);
114*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &mTexture);
115*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(mFramebufferAttachmentCount, mFramebufferTextures);
116*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &mFramebuffer);
117*8975f5c5SAndroid Build Coastguard Worker }
118*8975f5c5SAndroid Build Coastguard Worker
draw()119*8975f5c5SAndroid Build Coastguard Worker void draw() override
120*8975f5c5SAndroid Build Coastguard Worker {
121*8975f5c5SAndroid Build Coastguard Worker GLfloat vertices[] = {
122*8975f5c5SAndroid Build Coastguard Worker -0.8f, 0.8f, 0.0f, // Position 0
123*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
124*8975f5c5SAndroid Build Coastguard Worker -0.8f, -0.8f, 0.0f, // Position 1
125*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
126*8975f5c5SAndroid Build Coastguard Worker 0.8f, -0.8f, 0.0f, // Position 2
127*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
128*8975f5c5SAndroid Build Coastguard Worker 0.8f, 0.8f, 0.0f, // Position 3
129*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
130*8975f5c5SAndroid Build Coastguard Worker };
131*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
132*8975f5c5SAndroid Build Coastguard Worker GLenum drawBuffers[mFramebufferAttachmentCount] = {
133*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT,
134*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3_EXT};
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // Enable drawing to the four color attachments of the user framebuffer
137*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
138*8975f5c5SAndroid Build Coastguard Worker mDrawBuffers(mFramebufferAttachmentCount, drawBuffers);
139*8975f5c5SAndroid Build Coastguard Worker
140*8975f5c5SAndroid Build Coastguard Worker // Set the viewport
141*8975f5c5SAndroid Build Coastguard Worker GLint width = static_cast<GLint>(getWindow()->getWidth());
142*8975f5c5SAndroid Build Coastguard Worker GLint height = static_cast<GLint>(getWindow()->getHeight());
143*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, width, height);
144*8975f5c5SAndroid Build Coastguard Worker
145*8975f5c5SAndroid Build Coastguard Worker // Clear the color buffer
146*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
147*8975f5c5SAndroid Build Coastguard Worker
148*8975f5c5SAndroid Build Coastguard Worker // Use the program object
149*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mMRTProgram);
150*8975f5c5SAndroid Build Coastguard Worker
151*8975f5c5SAndroid Build Coastguard Worker // Load the vertex position
152*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
153*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLoc);
154*8975f5c5SAndroid Build Coastguard Worker
155*8975f5c5SAndroid Build Coastguard Worker // Load the texture coordinate
156*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
157*8975f5c5SAndroid Build Coastguard Worker vertices + 3);
158*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mTexCoordLoc);
159*8975f5c5SAndroid Build Coastguard Worker
160*8975f5c5SAndroid Build Coastguard Worker // Bind the texture
161*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
162*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTexture);
163*8975f5c5SAndroid Build Coastguard Worker
164*8975f5c5SAndroid Build Coastguard Worker // Set the sampler texture unit to 0
165*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mSamplerLoc, 0);
166*8975f5c5SAndroid Build Coastguard Worker
167*8975f5c5SAndroid Build Coastguard Worker // Draw the textured quad to the four render targets
168*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
169*8975f5c5SAndroid Build Coastguard Worker
170*8975f5c5SAndroid Build Coastguard Worker // Enable the default framebuffer and single textured drawing
171*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
172*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mCopyProgram);
173*8975f5c5SAndroid Build Coastguard Worker
174*8975f5c5SAndroid Build Coastguard Worker // Draw the four textured quads to a separate region in the viewport
175*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[0]);
176*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, width / 2, height / 2);
177*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
178*8975f5c5SAndroid Build Coastguard Worker
179*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[1]);
180*8975f5c5SAndroid Build Coastguard Worker glViewport(width / 2, 0, width / 2, height / 2);
181*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
182*8975f5c5SAndroid Build Coastguard Worker
183*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[2]);
184*8975f5c5SAndroid Build Coastguard Worker glViewport(0, height / 2, width / 2, height / 2);
185*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
186*8975f5c5SAndroid Build Coastguard Worker
187*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mFramebufferTextures[3]);
188*8975f5c5SAndroid Build Coastguard Worker glViewport(width / 2, height / 2, width / 2, height / 2);
189*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
190*8975f5c5SAndroid Build Coastguard Worker }
191*8975f5c5SAndroid Build Coastguard Worker
192*8975f5c5SAndroid Build Coastguard Worker private:
193*8975f5c5SAndroid Build Coastguard Worker // Handle to a program object
194*8975f5c5SAndroid Build Coastguard Worker GLuint mMRTProgram;
195*8975f5c5SAndroid Build Coastguard Worker GLuint mCopyProgram;
196*8975f5c5SAndroid Build Coastguard Worker
197*8975f5c5SAndroid Build Coastguard Worker // Attribute locations
198*8975f5c5SAndroid Build Coastguard Worker GLint mPositionLoc;
199*8975f5c5SAndroid Build Coastguard Worker GLint mTexCoordLoc;
200*8975f5c5SAndroid Build Coastguard Worker
201*8975f5c5SAndroid Build Coastguard Worker // Sampler location
202*8975f5c5SAndroid Build Coastguard Worker GLint mSamplerLoc;
203*8975f5c5SAndroid Build Coastguard Worker
204*8975f5c5SAndroid Build Coastguard Worker // Texture handle
205*8975f5c5SAndroid Build Coastguard Worker GLuint mTexture;
206*8975f5c5SAndroid Build Coastguard Worker
207*8975f5c5SAndroid Build Coastguard Worker // Framebuffer object handle
208*8975f5c5SAndroid Build Coastguard Worker GLuint mFramebuffer;
209*8975f5c5SAndroid Build Coastguard Worker
210*8975f5c5SAndroid Build Coastguard Worker // Framebuffer color attachments
211*8975f5c5SAndroid Build Coastguard Worker static const size_t mFramebufferAttachmentCount = 4;
212*8975f5c5SAndroid Build Coastguard Worker GLuint mFramebufferTextures[mFramebufferAttachmentCount];
213*8975f5c5SAndroid Build Coastguard Worker
214*8975f5c5SAndroid Build Coastguard Worker // Loaded draw buffer entry points
215*8975f5c5SAndroid Build Coastguard Worker PFNGLDRAWBUFFERSEXTPROC mDrawBuffers;
216*8975f5c5SAndroid Build Coastguard Worker };
217*8975f5c5SAndroid Build Coastguard Worker
main(int argc,char ** argv)218*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
219*8975f5c5SAndroid Build Coastguard Worker {
220*8975f5c5SAndroid Build Coastguard Worker MultipleDrawBuffersSample app(argc, argv);
221*8975f5c5SAndroid Build Coastguard Worker return app.run();
222*8975f5c5SAndroid Build Coastguard Worker }
223