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| 1 | +// |
| 2 | +// Book: OpenGL(R) ES 2.0 Programming Guide |
| 3 | +// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| 4 | +// ISBN-10: 0321502795 |
| 5 | +// ISBN-13: 9780321502797 |
| 6 | +// Publisher: Addison-Wesley Professional |
| 7 | +// URLs: http://safari.informit.com/9780321563835 |
| 8 | +// http://www.opengles-book.com |
| 9 | +// |
| 10 | + |
| 11 | +// MultiTexture.c |
| 12 | +// |
| 13 | +// This is an example that draws a quad with a basemap and |
| 14 | +// lightmap to demonstrate multitexturing. |
| 15 | +// |
| 16 | +#include <stdlib.h> |
| 17 | +#include "esUtil.h" |
| 18 | + |
| 19 | +typedef struct |
| 20 | +{ |
| 21 | + // Handle to a program object |
| 22 | + GLuint programObject; |
| 23 | + |
| 24 | + // Attribute locations |
| 25 | + GLint positionLoc; |
| 26 | + GLint texCoordLoc; |
| 27 | + |
| 28 | + // Sampler locations |
| 29 | + GLint baseMapLoc; |
| 30 | + GLint lightMapLoc; |
| 31 | + |
| 32 | + // Texture handle |
| 33 | + GLuint baseMapTexId; |
| 34 | + GLuint lightMapTexId; |
| 35 | + |
| 36 | +} UserData; |
| 37 | + |
| 38 | + |
| 39 | +/// |
| 40 | +// Load texture from disk |
| 41 | +// |
| 42 | +GLuint LoadTexture ( char *fileName ) |
| 43 | +{ |
| 44 | + int width, |
| 45 | + height; |
| 46 | + char *buffer = esLoadTGA ( fileName, &width, &height ); |
| 47 | + GLuint texId; |
| 48 | + |
| 49 | + if ( buffer == NULL ) |
| 50 | + { |
| 51 | + esLogMessage ( "Error loading (%s) image.\n", fileName ); |
| 52 | + return 0; |
| 53 | + } |
| 54 | + |
| 55 | + glGenTextures ( 1, &texId ); |
| 56 | + glBindTexture ( GL_TEXTURE_2D, texId ); |
| 57 | + |
| 58 | + glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer ); |
| 59 | + glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| 60 | + glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| 61 | + glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); |
| 62 | + glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); |
| 63 | + |
| 64 | + free ( buffer ); |
| 65 | + |
| 66 | + return texId; |
| 67 | +} |
| 68 | + |
| 69 | + |
| 70 | + |
| 71 | +/// |
| 72 | +// Initialize the shader and program object |
| 73 | +// |
| 74 | +int Init ( ESContext *esContext ) |
| 75 | +{ |
| 76 | + UserData *userData = esContext->userData; |
| 77 | + GLbyte vShaderStr[] = |
| 78 | + "attribute vec4 a_position; \n" |
| 79 | + "attribute vec2 a_texCoord; \n" |
| 80 | + "varying vec2 v_texCoord; \n" |
| 81 | + "void main() \n" |
| 82 | + "{ \n" |
| 83 | + " gl_Position = a_position; \n" |
| 84 | + " v_texCoord = a_texCoord; \n" |
| 85 | + "} \n"; |
| 86 | + |
| 87 | + GLbyte fShaderStr[] = |
| 88 | + "precision mediump float; \n" |
| 89 | + "varying vec2 v_texCoord; \n" |
| 90 | + "uniform sampler2D s_baseMap; \n" |
| 91 | + "uniform sampler2D s_lightMap; \n" |
| 92 | + "void main() \n" |
| 93 | + "{ \n" |
| 94 | + " vec4 baseColor; \n" |
| 95 | + " vec4 lightColor; \n" |
| 96 | + " \n" |
| 97 | + " baseColor = texture2D( s_baseMap, v_texCoord ); \n" |
| 98 | + " lightColor = texture2D( s_lightMap, v_texCoord ); \n" |
| 99 | + " gl_FragColor = baseColor * (lightColor + 0.25); \n" |
| 100 | + "} \n"; |
| 101 | + |
| 102 | + // Load the shaders and get a linked program object |
| 103 | + userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| 104 | + |
| 105 | + // Get the attribute locations |
| 106 | + userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); |
| 107 | + userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); |
| 108 | + |
| 109 | + // Get the sampler location |
| 110 | + userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" ); |
| 111 | + userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" ); |
| 112 | + |
| 113 | + // Load the textures |
| 114 | + userData->baseMapTexId = LoadTexture ( "basemap.tga" ); |
| 115 | + userData->lightMapTexId = LoadTexture ( "lightmap.tga" ); |
| 116 | + |
| 117 | + if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 ) |
| 118 | + return FALSE; |
| 119 | + |
| 120 | + glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
| 121 | + return TRUE; |
| 122 | +} |
| 123 | + |
| 124 | +/// |
| 125 | +// Draw a triangle using the shader pair created in Init() |
| 126 | +// |
| 127 | +void Draw ( ESContext *esContext ) |
| 128 | +{ |
| 129 | + UserData *userData = esContext->userData; |
| 130 | + GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 |
| 131 | + 0.0f, 0.0f, // TexCoord 0 |
| 132 | + -0.5f, -0.5f, 0.0f, // Position 1 |
| 133 | + 0.0f, 1.0f, // TexCoord 1 |
| 134 | + 0.5f, -0.5f, 0.0f, // Position 2 |
| 135 | + 1.0f, 1.0f, // TexCoord 2 |
| 136 | + 0.5f, 0.5f, 0.0f, // Position 3 |
| 137 | + 1.0f, 0.0f // TexCoord 3 |
| 138 | + }; |
| 139 | + GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; |
| 140 | + |
| 141 | + // Set the viewport |
| 142 | + glViewport ( 0, 0, esContext->width, esContext->height ); |
| 143 | + |
| 144 | + // Clear the color buffer |
| 145 | + glClear ( GL_COLOR_BUFFER_BIT ); |
| 146 | + |
| 147 | + // Use the program object |
| 148 | + glUseProgram ( userData->programObject ); |
| 149 | + |
| 150 | + // Load the vertex position |
| 151 | + glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, |
| 152 | + GL_FALSE, 5 * sizeof(GLfloat), vVertices ); |
| 153 | + // Load the texture coordinate |
| 154 | + glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, |
| 155 | + GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); |
| 156 | + |
| 157 | + glEnableVertexAttribArray ( userData->positionLoc ); |
| 158 | + glEnableVertexAttribArray ( userData->texCoordLoc ); |
| 159 | + |
| 160 | + // Bind the base map |
| 161 | + glActiveTexture ( GL_TEXTURE0 ); |
| 162 | + glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId ); |
| 163 | + |
| 164 | + // Set the base map sampler to texture unit to 0 |
| 165 | + glUniform1i ( userData->baseMapLoc, 0 ); |
| 166 | + |
| 167 | + // Bind the light map |
| 168 | + glActiveTexture ( GL_TEXTURE1 ); |
| 169 | + glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId ); |
| 170 | + |
| 171 | + // Set the light map sampler to texture unit 1 |
| 172 | + glUniform1i ( userData->lightMapLoc, 1 ); |
| 173 | + |
| 174 | + glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); |
| 175 | + |
| 176 | + eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); |
| 177 | +} |
| 178 | + |
| 179 | +/// |
| 180 | +// Cleanup |
| 181 | +// |
| 182 | +void ShutDown ( ESContext *esContext ) |
| 183 | +{ |
| 184 | + UserData *userData = esContext->userData; |
| 185 | + |
| 186 | + // Delete texture object |
| 187 | + glDeleteTextures ( 1, &userData->baseMapTexId ); |
| 188 | + glDeleteTextures ( 1, &userData->lightMapTexId ); |
| 189 | + |
| 190 | + // Delete program object |
| 191 | + glDeleteProgram ( userData->programObject ); |
| 192 | +} |
| 193 | + |
| 194 | + |
| 195 | +int main ( int argc, char *argv[] ) |
| 196 | +{ |
| 197 | + ESContext esContext; |
| 198 | + UserData userData; |
| 199 | + |
| 200 | + esInitContext ( &esContext ); |
| 201 | + esContext.userData = &userData; |
| 202 | + |
| 203 | + esCreateWindow ( &esContext, "MultiTexture", 320, 240, ES_WINDOW_RGB ); |
| 204 | + |
| 205 | + if ( !Init ( &esContext ) ) |
| 206 | + return 0; |
| 207 | + |
| 208 | + esRegisterDrawFunc ( &esContext, Draw ); |
| 209 | + |
| 210 | + esMainLoop ( &esContext ); |
| 211 | + |
| 212 | + ShutDown ( &esContext ); |
| 213 | +} |
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