| // | 
 | // Copyright 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 MipMap2D.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 "texture_utils.h" | 
 | #include "util/shader_utils.h" | 
 |  | 
 | class MipMap2DSample : public SampleApplication | 
 | { | 
 |   public: | 
 |     MipMap2DSample(int argc, char **argv) : SampleApplication("MipMap2D", argc, argv) {} | 
 |  | 
 |     bool initialize() override | 
 |     { | 
 |         constexpr char kVS[] = R"(uniform float u_offset; | 
 | attribute vec4 a_position; | 
 | attribute vec2 a_texCoord; | 
 | varying vec2 v_texCoord; | 
 | void main() | 
 | { | 
 |     gl_Position = a_position; | 
 |     gl_Position.x += u_offset; | 
 |     v_texCoord = a_texCoord; | 
 | })"; | 
 |  | 
 |         constexpr char kFS[] = R"(precision mediump float; | 
 | varying vec2 v_texCoord; | 
 | uniform sampler2D s_texture; | 
 | void main() | 
 | { | 
 |     gl_FragColor = texture2D(s_texture, v_texCoord); | 
 | })"; | 
 |  | 
 |         mProgram = CompileProgram(kVS, kFS); | 
 |         if (!mProgram) | 
 |         { | 
 |             return false; | 
 |         } | 
 |  | 
 |         // Get the attribute locations | 
 |         mPositionLoc = glGetAttribLocation(mProgram, "a_position"); | 
 |         mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); | 
 |  | 
 |         // Get the sampler location | 
 |         mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); | 
 |  | 
 |         // Get the offset location | 
 |         mOffsetLoc = glGetUniformLocation(mProgram, "u_offset"); | 
 |  | 
 |         // Load the texture | 
 |         mTextureID = CreateMipMappedTexture2D(); | 
 |  | 
 |         // Check Anisotropy limits | 
 |         glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mMaxAnisotropy); | 
 |  | 
 |         glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
 |  | 
 |         return true; | 
 |     } | 
 |  | 
 |     void destroy() override | 
 |     { | 
 |         glDeleteProgram(mProgram); | 
 |         glDeleteTextures(1, &mTextureID); | 
 |     } | 
 |  | 
 |     void draw() override | 
 |     { | 
 |         const GLfloat vertices[] = { | 
 |             -0.25f, 0.5f,  0.0f, 5.0f,  // Position 0 | 
 |             0.0f,   0.0f,               // TexCoord 0 | 
 |             -0.25f, -0.5f, 0.0f, 1.0f,  // Position 1 | 
 |             0.0f,   1.0f,               // TexCoord 1 | 
 |             0.25f,  -0.5f, 0.0f, 1.0f,  // Position 2 | 
 |             1.0f,   1.0f,               // TexCoord 2 | 
 |             0.25f,  0.5f,  0.0f, 5.0f,  // Position 3 | 
 |             1.0f,   0.0f                // TexCoord 3 | 
 |         }; | 
 |         const 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, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vertices); | 
 |         // Load the texture coordinate | 
 |         glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), | 
 |                               vertices + 4); | 
 |  | 
 |         glEnableVertexAttribArray(mPositionLoc); | 
 |         glEnableVertexAttribArray(mTexCoordLoc); | 
 |  | 
 |         // Bind the texture | 
 |         glActiveTexture(GL_TEXTURE0); | 
 |         glBindTexture(GL_TEXTURE_2D, mTextureID); | 
 |  | 
 |         // Set the sampler texture unit to 0 | 
 |         glUniform1i(mSamplerLoc, 0); | 
 |  | 
 |         // Draw quad with nearest sampling | 
 |         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
 |         glUniform1f(mOffsetLoc, -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(mOffsetLoc, 0.0f); | 
 |         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); | 
 |  | 
 |         // Draw quad with anisotropic filtering | 
 |         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | 
 |         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mMaxAnisotropy); | 
 |         glUniform1f(mOffsetLoc, 0.6f); | 
 |         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); | 
 |         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); | 
 |     } | 
 |  | 
 |   private: | 
 |     // Handle to a program object | 
 |     GLuint mProgram; | 
 |  | 
 |     // Attribute locations | 
 |     GLint mPositionLoc; | 
 |     GLint mTexCoordLoc; | 
 |  | 
 |     // Sampler location | 
 |     GLint mSamplerLoc; | 
 |  | 
 |     // Offset location | 
 |     GLint mOffsetLoc; | 
 |  | 
 |     // Texture handle | 
 |     GLuint mTextureID; | 
 |  | 
 |     float mMaxAnisotropy; | 
 | }; | 
 |  | 
 | int main(int argc, char **argv) | 
 | { | 
 |     MipMap2DSample app(argc, argv); | 
 |     return app.run(); | 
 | } |