| // |
| // 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 "MipMap2D.h" |
| |
| /// |
| // From an RGB8 source image, generate the next level mipmap |
| // |
| static 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 |
| // |
| static 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 |
| // |
| static GLuint CreateMipMappedTexture2D( ) |
| { |
| // Texture object handle |
| GLuint textureId; |
| int width = 256, |
| height = 256; |
| int level; |
| GLubyte *pixels; |
| GLubyte *prevImage; |
| GLubyte *newImage; |
| |
| 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 mmInit ( ESContext *esContext ) |
| { |
| MMUserData *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"; |
| |
| 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 }; |
| |
| // Load the shaders and get a linked program object |
| userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| if (userData->programObject == 0) return FALSE; |
| |
| // 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 (); |
| |
| // Load vertex data |
| glGenBuffers ( 2, userData->vboIds ); |
| glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); |
| glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices), |
| vVertices, GL_STATIC_DRAW); |
| glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] ); |
| glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), |
| indices, GL_STATIC_DRAW ); |
| |
| glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
| return TRUE; |
| } |
| |
| /// |
| // Draw a triangle using the shader pair created in Init() |
| // |
| #define VTX_POS_SIZE 4 |
| #define VTX_TEX_SIZE 2 |
| #define VTX_STRIDE (6 * sizeof(GLfloat)) |
| void mmDraw ( ESContext *esContext ) |
| { |
| MMUserData *userData = esContext->userData; |
| GLuint offset = 0; |
| |
| // 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, VTX_POS_SIZE, GL_FLOAT, |
| GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
| offset += VTX_POS_SIZE * sizeof(GLfloat); |
| // Load the texture coordinate |
| glVertexAttribPointer ( userData->texCoordLoc, VTX_TEX_SIZE, GL_FLOAT, |
| GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
| |
| 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, 0 ); |
| |
| // 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, 0 ); |
| } |
| |
| /// |
| // Cleanup |
| // |
| void mmShutDown ( ESContext *esContext ) |
| { |
| MMUserData *userData = esContext->userData; |
| |
| // Delete texture object |
| glDeleteTextures ( 1, &userData->textureId ); |
| |
| // Delete VBOs |
| glDeleteBuffers ( 2, userData->vboIds ); |
| |
| // Delete program object |
| glDeleteProgram ( userData->programObject ); |
| } |