// // 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 MultiTexture.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 "system_utils.h" #include "tga_utils.h" class MultiTextureSample : public SampleApplication { public: MultiTextureSample() : SampleApplication("MultiTexture", 1280, 720) { } GLuint loadTexture(const std::string &path) { TGAImage img; if (!LoadTGAImageFromFile(path, &img)) { return 0; } return LoadTextureFromTGAImage(img); } 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_baseMap; uniform sampler2D s_lightMap; void main() { vec4 baseColor; vec4 lightColor; baseColor = texture2D(s_baseMap, v_texCoord); lightColor = texture2D(s_lightMap, v_texCoord); gl_FragColor = baseColor * (lightColor + 0.25); } ); 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 mBaseMapLoc = glGetUniformLocation(mProgram, "s_baseMap"); mLightMapLoc = glGetUniformLocation(mProgram, "s_lightMap"); // Load the textures mBaseMapTexID = loadTexture(angle::GetExecutableDirectory() + "/basemap.tga"); mLightMapTexID = loadTexture(angle::GetExecutableDirectory() + "/lightmap.tga"); if (mBaseMapTexID == 0 || mLightMapTexID == 0) { return false; } return true; } virtual void destroy() { glDeleteProgram(mProgram); glDeleteTextures(1, &mBaseMapTexID); glDeleteTextures(1, &mLightMapTexID); } 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 base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mBaseMapTexID); // Set the base map sampler to texture unit to 0 glUniform1i(mBaseMapLoc, 0); // Bind the light map glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, mLightMapTexID); // Set the light map sampler to texture unit 1 glUniform1i(mLightMapLoc, 1); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); } private: // Handle to a program object GLuint mProgram; // Attribute locations GLint mPositionLoc; GLint mTexCoordLoc; // Sampler locations GLint mBaseMapLoc; GLint mLightMapLoc; // Texture handle GLuint mBaseMapTexID; GLuint mLightMapTexID; }; int main(int argc, char **argv) { MultiTextureSample app; return app.run(); }