| // | 
 | // 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 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 "tga_utils.h" | 
 | #include "util/shader_utils.h" | 
 | #include "util/test_utils.h" | 
 |  | 
 | class MultiTextureSample : public SampleApplication | 
 | { | 
 |   public: | 
 |     MultiTextureSample(int argc, char **argv) : SampleApplication("MultiTexture", argc, argv) {} | 
 |  | 
 |     GLuint loadTexture(const std::string &path) | 
 |     { | 
 |         TGAImage img; | 
 |         if (!LoadTGAImageFromFile(path, &img)) | 
 |         { | 
 |             return 0; | 
 |         } | 
 |  | 
 |         return LoadTextureFromTGAImage(img); | 
 |     } | 
 |  | 
 |     bool initialize() override | 
 |     { | 
 |         constexpr char kVS[] = R"(attribute vec4 a_position; | 
 | attribute vec2 a_texCoord; | 
 | varying vec2 v_texCoord; | 
 | void main() | 
 | { | 
 |     gl_Position = a_position; | 
 |     v_texCoord = a_texCoord; | 
 | })"; | 
 |  | 
 |         constexpr char kFS[] = R"(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(kVS, kFS); | 
 |         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 | 
 |         std::stringstream baseStr; | 
 |         baseStr << angle::GetExecutableDirectory() << "/basemap.tga"; | 
 |  | 
 |         std::stringstream lightStr; | 
 |         lightStr << angle::GetExecutableDirectory() << "/lightmap.tga"; | 
 |  | 
 |         mBaseMapTexID  = loadTexture(baseStr.str()); | 
 |         mLightMapTexID = loadTexture(lightStr.str()); | 
 |         if (mBaseMapTexID == 0 || mLightMapTexID == 0) | 
 |         { | 
 |             return false; | 
 |         } | 
 |  | 
 |         return true; | 
 |     } | 
 |  | 
 |     void destroy() override | 
 |     { | 
 |         glDeleteProgram(mProgram); | 
 |         glDeleteTextures(1, &mBaseMapTexID); | 
 |         glDeleteTextures(1, &mLightMapTexID); | 
 |     } | 
 |  | 
 |     void draw() override | 
 |     { | 
 |         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(argc, argv); | 
 |     return app.run(); | 
 | } |