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diff --git a/chromium/third_party/angle/samples/gles2_book/MipMap2D/MipMap2D.c b/chromium/third_party/angle/samples/gles2_book/MipMap2D/MipMap2D.c
deleted file mode 100644
index bc70cd4c08c..00000000000
--- a/chromium/third_party/angle/samples/gles2_book/MipMap2D/MipMap2D.c
+++ /dev/null
@@ -1,346 +0,0 @@
-//
-// 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
-//
-
-// MipMap2D.c
-//
-// This is a simple example that demonstrates generating a mipmap chain
-// and rendering with it
-//
-#include <stdlib.h>
-#include "esUtil.h"
-
-typedef struct
-{
- // Handle to a program object
- GLuint programObject;
-
- // Attribute locations
- GLint positionLoc;
- GLint texCoordLoc;
-
- // Sampler location
- GLint samplerLoc;
-
- // Offset location
- GLint offsetLoc;
-
- // Texture handle
- GLuint textureId;
-
-} UserData;
-
-
-///
-// From an RGB8 source image, generate the next level mipmap
-//
-GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight )
-{
- int x,
- y;
- int texelSize = 3;
-
- *dstWidth = srcWidth / 2;
- if ( *dstWidth <= 0 )
- *dstWidth = 1;
-
- *dstHeight = srcHeight / 2;
- if ( *dstHeight <= 0 )
- *dstHeight = 1;
-
- *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) );
- if ( *dst == NULL )
- return GL_FALSE;
-
- for ( y = 0; y < *dstHeight; y++ )
- {
- for( x = 0; x < *dstWidth; x++ )
- {
- int srcIndex[4];
- float r = 0.0f,
- g = 0.0f,
- b = 0.0f;
- int sample;
-
- // Compute the offsets for 2x2 grid of pixels in previous
- // image to perform box filter
- srcIndex[0] =
- (((y * 2) * srcWidth) + (x * 2)) * texelSize;
- srcIndex[1] =
- (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize;
- srcIndex[2] =
- ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize;
- srcIndex[3] =
- ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize;
-
- // Sum all pixels
- for ( sample = 0; sample < 4; sample++ )
- {
- r += src[srcIndex[sample]];
- g += src[srcIndex[sample] + 1];
- b += src[srcIndex[sample] + 2];
- }
-
- // Average results
- r /= 4.0;
- g /= 4.0;
- b /= 4.0;
-
- // Store resulting pixels
- (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r );
- (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g );
- (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b );
- }
- }
-
- return GL_TRUE;
-}
-
-///
-// Generate an RGB8 checkerboard image
-//
-GLubyte* GenCheckImage( int width, int height, int checkSize )
-{
- int x,
- y;
- GLubyte *pixels = malloc( width * height * 3 );
-
- if ( pixels == NULL )
- return NULL;
-
- for ( y = 0; y < height; y++ )
- for ( x = 0; x < width; x++ )
- {
- GLubyte rColor = 0;
- GLubyte bColor = 0;
-
- if ( ( x / checkSize ) % 2 == 0 )
- {
- rColor = 255 * ( ( y / checkSize ) % 2 );
- bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
- }
- else
- {
- bColor = 255 * ( ( y / checkSize ) % 2 );
- rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) );
- }
-
- pixels[(y * height + x) * 3] = rColor;
- pixels[(y * height + x) * 3 + 1] = 0;
- pixels[(y * height + x) * 3 + 2] = bColor;
- }
-
- return pixels;
-}
-
-///
-// Create a mipmapped 2D texture image
-//
-GLuint CreateMipMappedTexture2D( )
-{
- // Texture object handle
- GLuint textureId;
- int width = 256,
- height = 256;
- int level;
- GLubyte *pixels;
- GLubyte *prevImage;
- GLubyte *newImage = NULL;
-
- pixels = GenCheckImage( width, height, 8 );
- if ( pixels == NULL )
- return 0;
-
- // Generate a texture object
- glGenTextures ( 1, &textureId );
-
- // Bind the texture object
- glBindTexture ( GL_TEXTURE_2D, textureId );
-
- // Load mipmap level 0
- glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height,
- 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
-
- level = 1;
- prevImage = &pixels[0];
-
- while ( width > 1 && height > 1 )
- {
- int newWidth,
- newHeight;
-
- // Generate the next mipmap level
- GenMipMap2D( prevImage, &newImage, width, height,
- &newWidth, &newHeight );
-
- // Load the mipmap level
- glTexImage2D( GL_TEXTURE_2D, level, GL_RGB,
- newWidth, newHeight, 0, GL_RGB,
- GL_UNSIGNED_BYTE, newImage );
-
- // Free the previous image
- free ( prevImage );
-
- // Set the previous image for the next iteration
- prevImage = newImage;
- level++;
-
- // Half the width and height
- width = newWidth;
- height = newHeight;
- }
-
- free ( newImage );
-
- // Set the filtering mode
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-
- return textureId;
-
-}
-
-
-///
-// Initialize the shader and program object
-//
-int Init ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
- GLbyte vShaderStr[] =
- "uniform float u_offset; \n"
- "attribute vec4 a_position; \n"
- "attribute vec2 a_texCoord; \n"
- "varying vec2 v_texCoord; \n"
- "void main() \n"
- "{ \n"
- " gl_Position = a_position; \n"
- " gl_Position.x += u_offset;\n"
- " v_texCoord = a_texCoord; \n"
- "} \n";
-
- GLbyte fShaderStr[] =
- "precision mediump float; \n"
- "varying vec2 v_texCoord; \n"
- "uniform sampler2D s_texture; \n"
- "void main() \n"
- "{ \n"
- " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
- "} \n";
-
- // Load the shaders and get a linked program object
- userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
-
- // Get the attribute locations
- userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
- userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" );
-
- // Get the sampler location
- userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
-
- // Get the offset location
- userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" );
-
- // Load the texture
- userData->textureId = CreateMipMappedTexture2D ();
-
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
- return TRUE;
-}
-
-///
-// Draw a triangle using the shader pair created in Init()
-//
-void Draw ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
- GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0
- 0.0f, 0.0f, // TexCoord 0
- -0.5f, -0.5f, 0.0f, 0.75f, // Position 1
- 0.0f, 1.0f, // TexCoord 1
- 0.5f, -0.5f, 0.0f, 0.75f, // Position 2
- 1.0f, 1.0f, // TexCoord 2
- 0.5f, 0.5f, 0.0f, 1.5f, // Position 3
- 1.0f, 0.0f // TexCoord 3
- };
- GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
-
- // Set the viewport
- glViewport ( 0, 0, esContext->width, esContext->height );
-
- // Clear the color buffer
- glClear ( GL_COLOR_BUFFER_BIT );
-
- // Use the program object
- glUseProgram ( userData->programObject );
-
- // Load the vertex position
- glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT,
- GL_FALSE, 6 * sizeof(GLfloat), vVertices );
- // Load the texture coordinate
- glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
- GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] );
-
- glEnableVertexAttribArray ( userData->positionLoc );
- glEnableVertexAttribArray ( userData->texCoordLoc );
-
- // Bind the texture
- glActiveTexture ( GL_TEXTURE0 );
- glBindTexture ( GL_TEXTURE_2D, userData->textureId );
-
- // Set the sampler texture unit to 0
- glUniform1i ( userData->samplerLoc, 0 );
-
- // Draw quad with nearest sampling
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
- glUniform1f ( userData->offsetLoc, -0.6f );
- glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
-
- // Draw quad with trilinear filtering
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- glUniform1f ( userData->offsetLoc, 0.6f );
- glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
-
- eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
-}
-
-///
-// Cleanup
-//
-void ShutDown ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
-
- // Delete texture object
- glDeleteTextures ( 1, &userData->textureId );
-
- // Delete program object
- glDeleteProgram ( userData->programObject );
-}
-
-
-int main ( int argc, char *argv[] )
-{
- ESContext esContext;
- UserData userData;
-
- esInitContext ( &esContext );
- esContext.userData = &userData;
-
- esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB );
-
- if ( !Init ( &esContext ) )
- return 0;
-
- esRegisterDrawFunc ( &esContext, Draw );
-
- esMainLoop ( &esContext );
-
- ShutDown ( &esContext );
-}