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 MultiTexture.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 "tga_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 class MultiTextureSample : public SampleApplication
23*8975f5c5SAndroid Build Coastguard Worker {
24*8975f5c5SAndroid Build Coastguard Worker public:
MultiTextureSample(int argc,char ** argv)25*8975f5c5SAndroid Build Coastguard Worker MultiTextureSample(int argc, char **argv) : SampleApplication("MultiTexture", argc, argv) {}
26*8975f5c5SAndroid Build Coastguard Worker
loadTexture(const std::string & path)27*8975f5c5SAndroid Build Coastguard Worker GLuint loadTexture(const std::string &path)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker TGAImage img;
30*8975f5c5SAndroid Build Coastguard Worker if (!LoadTGAImageFromFile(path, &img))
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker return 0;
33*8975f5c5SAndroid Build Coastguard Worker }
34*8975f5c5SAndroid Build Coastguard Worker
35*8975f5c5SAndroid Build Coastguard Worker return LoadTextureFromTGAImage(img);
36*8975f5c5SAndroid Build Coastguard Worker }
37*8975f5c5SAndroid Build Coastguard Worker
initialize()38*8975f5c5SAndroid Build Coastguard Worker bool initialize() override
39*8975f5c5SAndroid Build Coastguard Worker {
40*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(attribute vec4 a_position;
41*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
42*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
43*8975f5c5SAndroid Build Coastguard Worker void main()
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
46*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
47*8975f5c5SAndroid Build Coastguard Worker })";
48*8975f5c5SAndroid Build Coastguard Worker
49*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision mediump float;
50*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
51*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_baseMap;
52*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_lightMap;
53*8975f5c5SAndroid Build Coastguard Worker void main()
54*8975f5c5SAndroid Build Coastguard Worker {
55*8975f5c5SAndroid Build Coastguard Worker vec4 baseColor;
56*8975f5c5SAndroid Build Coastguard Worker vec4 lightColor;
57*8975f5c5SAndroid Build Coastguard Worker
58*8975f5c5SAndroid Build Coastguard Worker baseColor = texture2D(s_baseMap, v_texCoord);
59*8975f5c5SAndroid Build Coastguard Worker lightColor = texture2D(s_lightMap, v_texCoord);
60*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = baseColor * (lightColor + 0.25);
61*8975f5c5SAndroid Build Coastguard Worker })";
62*8975f5c5SAndroid Build Coastguard Worker
63*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(kVS, kFS);
64*8975f5c5SAndroid Build Coastguard Worker if (!mProgram)
65*8975f5c5SAndroid Build Coastguard Worker {
66*8975f5c5SAndroid Build Coastguard Worker return false;
67*8975f5c5SAndroid Build Coastguard Worker }
68*8975f5c5SAndroid Build Coastguard Worker
69*8975f5c5SAndroid Build Coastguard Worker // Get the attribute locations
70*8975f5c5SAndroid Build Coastguard Worker mPositionLoc = glGetAttribLocation(mProgram, "a_position");
71*8975f5c5SAndroid Build Coastguard Worker mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
72*8975f5c5SAndroid Build Coastguard Worker
73*8975f5c5SAndroid Build Coastguard Worker // Get the sampler location
74*8975f5c5SAndroid Build Coastguard Worker mBaseMapLoc = glGetUniformLocation(mProgram, "s_baseMap");
75*8975f5c5SAndroid Build Coastguard Worker mLightMapLoc = glGetUniformLocation(mProgram, "s_lightMap");
76*8975f5c5SAndroid Build Coastguard Worker
77*8975f5c5SAndroid Build Coastguard Worker // Load the textures
78*8975f5c5SAndroid Build Coastguard Worker std::stringstream baseStr;
79*8975f5c5SAndroid Build Coastguard Worker baseStr << angle::GetExecutableDirectory() << "/basemap.tga";
80*8975f5c5SAndroid Build Coastguard Worker
81*8975f5c5SAndroid Build Coastguard Worker std::stringstream lightStr;
82*8975f5c5SAndroid Build Coastguard Worker lightStr << angle::GetExecutableDirectory() << "/lightmap.tga";
83*8975f5c5SAndroid Build Coastguard Worker
84*8975f5c5SAndroid Build Coastguard Worker mBaseMapTexID = loadTexture(baseStr.str());
85*8975f5c5SAndroid Build Coastguard Worker mLightMapTexID = loadTexture(lightStr.str());
86*8975f5c5SAndroid Build Coastguard Worker if (mBaseMapTexID == 0 || mLightMapTexID == 0)
87*8975f5c5SAndroid Build Coastguard Worker {
88*8975f5c5SAndroid Build Coastguard Worker return false;
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker return true;
92*8975f5c5SAndroid Build Coastguard Worker }
93*8975f5c5SAndroid Build Coastguard Worker
destroy()94*8975f5c5SAndroid Build Coastguard Worker void destroy() override
95*8975f5c5SAndroid Build Coastguard Worker {
96*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
97*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &mBaseMapTexID);
98*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &mLightMapTexID);
99*8975f5c5SAndroid Build Coastguard Worker }
100*8975f5c5SAndroid Build Coastguard Worker
draw()101*8975f5c5SAndroid Build Coastguard Worker void draw() override
102*8975f5c5SAndroid Build Coastguard Worker {
103*8975f5c5SAndroid Build Coastguard Worker GLfloat vertices[] = {
104*8975f5c5SAndroid Build Coastguard Worker -0.5f, 0.5f, 0.0f, // Position 0
105*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
106*8975f5c5SAndroid Build Coastguard Worker -0.5f, -0.5f, 0.0f, // Position 1
107*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
108*8975f5c5SAndroid Build Coastguard Worker 0.5f, -0.5f, 0.0f, // Position 2
109*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
110*8975f5c5SAndroid Build Coastguard Worker 0.5f, 0.5f, 0.0f, // Position 3
111*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
112*8975f5c5SAndroid Build Coastguard Worker };
113*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker // Set the viewport
116*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
117*8975f5c5SAndroid Build Coastguard Worker
118*8975f5c5SAndroid Build Coastguard Worker // Clear the color buffer
119*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
120*8975f5c5SAndroid Build Coastguard Worker
121*8975f5c5SAndroid Build Coastguard Worker // Use the program object
122*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
123*8975f5c5SAndroid Build Coastguard Worker
124*8975f5c5SAndroid Build Coastguard Worker // Load the vertex position
125*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
126*8975f5c5SAndroid Build Coastguard Worker // Load the texture coordinate
127*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
128*8975f5c5SAndroid Build Coastguard Worker vertices + 3);
129*8975f5c5SAndroid Build Coastguard Worker
130*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLoc);
131*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mTexCoordLoc);
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker // Bind the base map
134*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
135*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mBaseMapTexID);
136*8975f5c5SAndroid Build Coastguard Worker
137*8975f5c5SAndroid Build Coastguard Worker // Set the base map sampler to texture unit to 0
138*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mBaseMapLoc, 0);
139*8975f5c5SAndroid Build Coastguard Worker
140*8975f5c5SAndroid Build Coastguard Worker // Bind the light map
141*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE1);
142*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mLightMapTexID);
143*8975f5c5SAndroid Build Coastguard Worker
144*8975f5c5SAndroid Build Coastguard Worker // Set the light map sampler to texture unit 1
145*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mLightMapLoc, 1);
146*8975f5c5SAndroid Build Coastguard Worker
147*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
148*8975f5c5SAndroid Build Coastguard Worker }
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker private:
151*8975f5c5SAndroid Build Coastguard Worker // Handle to a program object
152*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
153*8975f5c5SAndroid Build Coastguard Worker
154*8975f5c5SAndroid Build Coastguard Worker // Attribute locations
155*8975f5c5SAndroid Build Coastguard Worker GLint mPositionLoc;
156*8975f5c5SAndroid Build Coastguard Worker GLint mTexCoordLoc;
157*8975f5c5SAndroid Build Coastguard Worker
158*8975f5c5SAndroid Build Coastguard Worker // Sampler locations
159*8975f5c5SAndroid Build Coastguard Worker GLint mBaseMapLoc;
160*8975f5c5SAndroid Build Coastguard Worker GLint mLightMapLoc;
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker // Texture handle
163*8975f5c5SAndroid Build Coastguard Worker GLuint mBaseMapTexID;
164*8975f5c5SAndroid Build Coastguard Worker GLuint mLightMapTexID;
165*8975f5c5SAndroid Build Coastguard Worker };
166*8975f5c5SAndroid Build Coastguard Worker
main(int argc,char ** argv)167*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
168*8975f5c5SAndroid Build Coastguard Worker {
169*8975f5c5SAndroid Build Coastguard Worker MultiTextureSample app(argc, argv);
170*8975f5c5SAndroid Build Coastguard Worker return app.run();
171*8975f5c5SAndroid Build Coastguard Worker }
172