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Diffstat (limited to 'chromium/third_party/angle/samples/angle/simple_texture_2d/SimpleTexture2D.cpp')
-rw-r--r-- | chromium/third_party/angle/samples/angle/simple_texture_2d/SimpleTexture2D.cpp | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/chromium/third_party/angle/samples/angle/simple_texture_2d/SimpleTexture2D.cpp b/chromium/third_party/angle/samples/angle/simple_texture_2d/SimpleTexture2D.cpp new file mode 100644 index 00000000000..33b00062afc --- /dev/null +++ b/chromium/third_party/angle/samples/angle/simple_texture_2d/SimpleTexture2D.cpp @@ -0,0 +1,141 @@ +// +// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Based on Simple_Texture2D.c from +// Book: OpenGL(R) ES 2.0 Programming Guide +// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner +// ISBN-10: 0321502795 +// ISBN-13: 9780321502797 +// Publisher: Addison-Wesley Professional +// URLs: http://safari.informit.com/9780321563835 +// http://www.opengles-book.com + +#include "SampleApplication.h" +#include "shader_utils.h" +#include "texture_utils.h" + +class SimpleTexture2DSample : public SampleApplication +{ + public: + SimpleTexture2DSample::SimpleTexture2DSample() + : SampleApplication("SimpleTexture2D", 1280, 720) + { + } + + virtual bool initialize() + { + const std::string vs = SHADER_SOURCE + ( + attribute vec4 a_position; + attribute vec2 a_texCoord; + varying vec2 v_texCoord; + void main() + { + gl_Position = a_position; + v_texCoord = a_texCoord; + } + ); + + const std::string fs = SHADER_SOURCE + ( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + void main() + { + gl_FragColor = texture2D(s_texture, v_texCoord); + } + ); + + mProgram = CompileProgram(vs, fs); + if (!mProgram) + { + return false; + } + + // Get the attribute locations + mPositionLoc = glGetAttribLocation(mProgram, "a_position"); + mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); + + // Get the sampler location + mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); + + // Load the texture + mTexture = CreateSimpleTexture2D(); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + return true; + } + + virtual void destroy() + { + glDeleteProgram(mProgram); + glDeleteTextures(1, &mTexture); + } + + virtual void draw() + { + GLfloat vertices[] = + { + -0.5f, 0.5f, 0.0f, // Position 0 + 0.0f, 0.0f, // TexCoord 0 + -0.5f, -0.5f, 0.0f, // Position 1 + 0.0f, 1.0f, // TexCoord 1 + 0.5f, -0.5f, 0.0f, // Position 2 + 1.0f, 1.0f, // TexCoord 2 + 0.5f, 0.5f, 0.0f, // Position 3 + 1.0f, 0.0f // TexCoord 3 + }; + GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; + + // Set the viewport + glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); + + // Clear the color buffer + glClear(GL_COLOR_BUFFER_BIT); + + // Use the program object + glUseProgram(mProgram); + + // Load the vertex position + glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices); + // Load the texture coordinate + glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3); + + glEnableVertexAttribArray(mPositionLoc); + glEnableVertexAttribArray(mTexCoordLoc); + + // Bind the texture + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, mTexture); + + // Set the texture sampler to texture unit to 0 + glUniform1i(mSamplerLoc, 0); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); + } + + private: + // Handle to a program object + GLuint mProgram; + + // Attribute locations + GLint mPositionLoc; + GLint mTexCoordLoc; + + // Sampler location + GLint mSamplerLoc; + + // Texture handle + GLuint mTexture; +}; + +int main(int argc, char **argv) +{ + SimpleTexture2DSample app; + return app.run(); +} |