xref: /aosp_15_r20/external/angle/samples/simple_texture_2d/SimpleTexture2D.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1 //
2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 //            Based on Simple_Texture2D.c from
8 // Book:      OpenGL(R) ES 2.0 Programming Guide
9 // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
10 // ISBN-10:   0321502795
11 // ISBN-13:   9780321502797
12 // Publisher: Addison-Wesley Professional
13 // URLs:      http://safari.informit.com/9780321563835
14 //            http://www.opengles-book.com
15 
16 #include "SampleApplication.h"
17 
18 #include "texture_utils.h"
19 #include "util/shader_utils.h"
20 
21 class SimpleTexture2DSample : public SampleApplication
22 {
23   public:
SimpleTexture2DSample(int argc,char ** argv)24     SimpleTexture2DSample(int argc, char **argv) : SampleApplication("SimpleTexture2D", argc, argv)
25     {}
26 
initialize()27     bool initialize() override
28     {
29         constexpr char kVS[] = R"(attribute vec4 a_position;
30 attribute vec2 a_texCoord;
31 varying vec2 v_texCoord;
32 void main()
33 {
34     gl_Position = a_position;
35     v_texCoord = a_texCoord;
36 })";
37 
38         constexpr char kFS[] = R"(precision mediump float;
39 varying vec2 v_texCoord;
40 uniform sampler2D s_texture;
41 void main()
42 {
43     gl_FragColor = texture2D(s_texture, v_texCoord);
44 })";
45 
46         mProgram = CompileProgram(kVS, kFS);
47         if (!mProgram)
48         {
49             return false;
50         }
51 
52         // Get the attribute locations
53         mPositionLoc = glGetAttribLocation(mProgram, "a_position");
54         mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
55 
56         // Get the sampler location
57         mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
58 
59         // Load the texture
60         mTexture = CreateSimpleTexture2D();
61 
62         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
63 
64         return true;
65     }
66 
destroy()67     void destroy() override
68     {
69         glDeleteProgram(mProgram);
70         glDeleteTextures(1, &mTexture);
71     }
72 
draw()73     void draw() override
74     {
75         GLfloat vertices[] = {
76             -0.5f, 0.5f,  0.0f,  // Position 0
77             0.0f,  0.0f,         // TexCoord 0
78             -0.5f, -0.5f, 0.0f,  // Position 1
79             0.0f,  1.0f,         // TexCoord 1
80             0.5f,  -0.5f, 0.0f,  // Position 2
81             1.0f,  1.0f,         // TexCoord 2
82             0.5f,  0.5f,  0.0f,  // Position 3
83             1.0f,  0.0f          // TexCoord 3
84         };
85         GLushort indices[] = {0, 1, 2, 0, 2, 3};
86 
87         // Set the viewport
88         glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
89 
90         // Clear the color buffer
91         glClear(GL_COLOR_BUFFER_BIT);
92 
93         // Use the program object
94         glUseProgram(mProgram);
95 
96         // Load the vertex position
97         glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
98         // Load the texture coordinate
99         glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
100                               vertices + 3);
101 
102         glEnableVertexAttribArray(mPositionLoc);
103         glEnableVertexAttribArray(mTexCoordLoc);
104 
105         // Bind the texture
106         glActiveTexture(GL_TEXTURE0);
107         glBindTexture(GL_TEXTURE_2D, mTexture);
108 
109         // Set the texture sampler to texture unit to 0
110         glUniform1i(mSamplerLoc, 0);
111 
112         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
113     }
114 
115   private:
116     // Handle to a program object
117     GLuint mProgram;
118 
119     // Attribute locations
120     GLint mPositionLoc;
121     GLint mTexCoordLoc;
122 
123     // Sampler location
124     GLint mSamplerLoc;
125 
126     // Texture handle
127     GLuint mTexture;
128 };
129 
main(int argc,char ** argv)130 int main(int argc, char **argv)
131 {
132     SimpleTexture2DSample app(argc, argv);
133     return app.run();
134 }
135