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-rw-r--r--chromium/third_party/angle/samples/gles2_book/MultiTexture/MultiTexture.c213
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diff --git a/chromium/third_party/angle/samples/gles2_book/MultiTexture/MultiTexture.c b/chromium/third_party/angle/samples/gles2_book/MultiTexture/MultiTexture.c
deleted file mode 100644
index bb2224a34cd..00000000000
--- a/chromium/third_party/angle/samples/gles2_book/MultiTexture/MultiTexture.c
+++ /dev/null
@@ -1,213 +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
-//
-
-// MultiTexture.c
-//
-// This is an example that draws a quad with a basemap and
-// lightmap to demonstrate multitexturing.
-//
-#include <stdlib.h>
-#include "esUtil.h"
-
-typedef struct
-{
- // Handle to a program object
- GLuint programObject;
-
- // Attribute locations
- GLint positionLoc;
- GLint texCoordLoc;
-
- // Sampler locations
- GLint baseMapLoc;
- GLint lightMapLoc;
-
- // Texture handle
- GLuint baseMapTexId;
- GLuint lightMapTexId;
-
-} UserData;
-
-
-///
-// Load texture from disk
-//
-GLuint LoadTexture ( char *fileName )
-{
- int width,
- height;
- char *buffer = esLoadTGA ( fileName, &width, &height );
- GLuint texId;
-
- if ( buffer == NULL )
- {
- esLogMessage ( "Error loading (%s) image.\n", fileName );
- return 0;
- }
-
- glGenTextures ( 1, &texId );
- glBindTexture ( GL_TEXTURE_2D, texId );
-
- glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
- free ( buffer );
-
- return texId;
-}
-
-
-
-///
-// Initialize the shader and program object
-//
-int Init ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
- GLbyte vShaderStr[] =
- "attribute vec4 a_position; \n"
- "attribute vec2 a_texCoord; \n"
- "varying vec2 v_texCoord; \n"
- "void main() \n"
- "{ \n"
- " gl_Position = a_position; \n"
- " v_texCoord = a_texCoord; \n"
- "} \n";
-
- GLbyte fShaderStr[] =
- "precision mediump float; \n"
- "varying vec2 v_texCoord; \n"
- "uniform sampler2D s_baseMap; \n"
- "uniform sampler2D s_lightMap; \n"
- "void main() \n"
- "{ \n"
- " vec4 baseColor; \n"
- " vec4 lightColor; \n"
- " \n"
- " baseColor = texture2D( s_baseMap, v_texCoord ); \n"
- " lightColor = texture2D( s_lightMap, v_texCoord ); \n"
- " gl_FragColor = baseColor * (lightColor + 0.25); \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->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" );
- userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" );
-
- // Load the textures
- userData->baseMapTexId = LoadTexture ( "basemap.tga" );
- userData->lightMapTexId = LoadTexture ( "lightmap.tga" );
-
- if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 )
- return FALSE;
-
- 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, // 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, 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, 3, GL_FLOAT,
- GL_FALSE, 5 * sizeof(GLfloat), vVertices );
- // Load the texture coordinate
- glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
- GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
-
- glEnableVertexAttribArray ( userData->positionLoc );
- glEnableVertexAttribArray ( userData->texCoordLoc );
-
- // Bind the base map
- glActiveTexture ( GL_TEXTURE0 );
- glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId );
-
- // Set the base map sampler to texture unit to 0
- glUniform1i ( userData->baseMapLoc, 0 );
-
- // Bind the light map
- glActiveTexture ( GL_TEXTURE1 );
- glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId );
-
- // Set the light map sampler to texture unit 1
- glUniform1i ( userData->lightMapLoc, 1 );
-
- 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->baseMapTexId );
- glDeleteTextures ( 1, &userData->lightMapTexId );
-
- // Delete program object
- glDeleteProgram ( userData->programObject );
-}
-
-
-int main ( int argc, char *argv[] )
-{
- ESContext esContext;
- UserData userData;
-
- esInitContext ( &esContext );
- esContext.userData = &userData;
-
- esCreateWindow ( &esContext, TEXT("MultiTexture"), 320, 240, ES_WINDOW_RGB );
-
- if ( !Init ( &esContext ) )
- return 0;
-
- esRegisterDrawFunc ( &esContext, Draw );
-
- esMainLoop ( &esContext );
-
- ShutDown ( &esContext );
-}