xref: /aosp_15_r20/external/angle/samples/simple_texture_cubemap/SimpleTextureCubemap.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 Simple_TextureCubemap.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/geometry_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
21*8975f5c5SAndroid Build Coastguard Worker 
22*8975f5c5SAndroid Build Coastguard Worker class SimpleTextureCubemapSample : public SampleApplication
23*8975f5c5SAndroid Build Coastguard Worker {
24*8975f5c5SAndroid Build Coastguard Worker   public:
SimpleTextureCubemapSample(int argc,char ** argv)25*8975f5c5SAndroid Build Coastguard Worker     SimpleTextureCubemapSample(int argc, char **argv)
26*8975f5c5SAndroid Build Coastguard Worker         : SampleApplication("SimpleTextureCubemap", argc, argv)
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         constexpr char kVS[] = R"(attribute vec4 a_position;
32*8975f5c5SAndroid Build Coastguard Worker attribute vec3 a_normal;
33*8975f5c5SAndroid Build Coastguard Worker varying vec3 v_normal;
34*8975f5c5SAndroid Build Coastguard Worker void main()
35*8975f5c5SAndroid Build Coastguard Worker {
36*8975f5c5SAndroid Build Coastguard Worker     gl_Position = a_position;
37*8975f5c5SAndroid Build Coastguard Worker     v_normal = a_normal;
38*8975f5c5SAndroid Build Coastguard Worker })";
39*8975f5c5SAndroid Build Coastguard Worker 
40*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision mediump float;
41*8975f5c5SAndroid Build Coastguard Worker varying vec3 v_normal;
42*8975f5c5SAndroid Build Coastguard Worker uniform samplerCube s_texture;
43*8975f5c5SAndroid Build Coastguard Worker void main()
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = textureCube(s_texture, v_normal);
46*8975f5c5SAndroid Build Coastguard Worker })";
47*8975f5c5SAndroid Build Coastguard Worker 
48*8975f5c5SAndroid Build Coastguard Worker         mProgram = CompileProgram(kVS, kFS);
49*8975f5c5SAndroid Build Coastguard Worker         if (!mProgram)
50*8975f5c5SAndroid Build Coastguard Worker         {
51*8975f5c5SAndroid Build Coastguard Worker             return false;
52*8975f5c5SAndroid Build Coastguard Worker         }
53*8975f5c5SAndroid Build Coastguard Worker 
54*8975f5c5SAndroid Build Coastguard Worker         // Get the attribute locations
55*8975f5c5SAndroid Build Coastguard Worker         mPositionLoc = glGetAttribLocation(mProgram, "a_position");
56*8975f5c5SAndroid Build Coastguard Worker         mNormalLoc   = glGetAttribLocation(mProgram, "a_normal");
57*8975f5c5SAndroid Build Coastguard Worker 
58*8975f5c5SAndroid Build Coastguard Worker         // Get the sampler locations
59*8975f5c5SAndroid Build Coastguard Worker         mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
60*8975f5c5SAndroid Build Coastguard Worker 
61*8975f5c5SAndroid Build Coastguard Worker         // Load the texture
62*8975f5c5SAndroid Build Coastguard Worker         mTexture = CreateSimpleTextureCubemap();
63*8975f5c5SAndroid Build Coastguard Worker 
64*8975f5c5SAndroid Build Coastguard Worker         // Generate the geometry data
65*8975f5c5SAndroid Build Coastguard Worker         CreateSphereGeometry(128, 0.75f, &mSphere);
66*8975f5c5SAndroid Build Coastguard Worker 
67*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
68*8975f5c5SAndroid Build Coastguard Worker         glCullFace(GL_BACK);
69*8975f5c5SAndroid Build Coastguard Worker         glEnable(GL_CULL_FACE);
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, &mTexture);
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         // Set the viewport
83*8975f5c5SAndroid Build Coastguard Worker         glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker         // Clear the color buffer
86*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT);
87*8975f5c5SAndroid Build Coastguard Worker 
88*8975f5c5SAndroid Build Coastguard Worker         // Use the program object
89*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram);
90*8975f5c5SAndroid Build Coastguard Worker 
91*8975f5c5SAndroid Build Coastguard Worker         // Load the vertex position
92*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.positions.data());
93*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mPositionLoc);
94*8975f5c5SAndroid Build Coastguard Worker 
95*8975f5c5SAndroid Build Coastguard Worker         // Load the normal
96*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.normals.data());
97*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(mNormalLoc);
98*8975f5c5SAndroid Build Coastguard Worker 
99*8975f5c5SAndroid Build Coastguard Worker         // Bind the texture
100*8975f5c5SAndroid Build Coastguard Worker         glActiveTexture(GL_TEXTURE0);
101*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
102*8975f5c5SAndroid Build Coastguard Worker 
103*8975f5c5SAndroid Build Coastguard Worker         // Set the texture sampler to texture unit to 0
104*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(mSamplerLoc, 0);
105*8975f5c5SAndroid Build Coastguard Worker 
106*8975f5c5SAndroid Build Coastguard Worker         glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mSphere.indices.size()),
107*8975f5c5SAndroid Build Coastguard Worker                        GL_UNSIGNED_SHORT, mSphere.indices.data());
108*8975f5c5SAndroid Build Coastguard Worker     }
109*8975f5c5SAndroid Build Coastguard Worker 
110*8975f5c5SAndroid Build Coastguard Worker   private:
111*8975f5c5SAndroid Build Coastguard Worker     // Handle to a program object
112*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram;
113*8975f5c5SAndroid Build Coastguard Worker 
114*8975f5c5SAndroid Build Coastguard Worker     // Attribute locations
115*8975f5c5SAndroid Build Coastguard Worker     GLint mPositionLoc;
116*8975f5c5SAndroid Build Coastguard Worker     GLint mNormalLoc;
117*8975f5c5SAndroid Build Coastguard Worker 
118*8975f5c5SAndroid Build Coastguard Worker     // Sampler location
119*8975f5c5SAndroid Build Coastguard Worker     GLint mSamplerLoc;
120*8975f5c5SAndroid Build Coastguard Worker 
121*8975f5c5SAndroid Build Coastguard Worker     // Texture handle
122*8975f5c5SAndroid Build Coastguard Worker     GLuint mTexture;
123*8975f5c5SAndroid Build Coastguard Worker 
124*8975f5c5SAndroid Build Coastguard Worker     // Geometry data
125*8975f5c5SAndroid Build Coastguard Worker     SphereGeometry mSphere;
126*8975f5c5SAndroid Build Coastguard Worker };
127*8975f5c5SAndroid Build Coastguard Worker 
main(int argc,char ** argv)128*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
129*8975f5c5SAndroid Build Coastguard Worker {
130*8975f5c5SAndroid Build Coastguard Worker     SimpleTextureCubemapSample app(argc, argv);
131*8975f5c5SAndroid Build Coastguard Worker     return app.run();
132*8975f5c5SAndroid Build Coastguard Worker }
133