246 lines
7.9 KiB
C++
246 lines
7.9 KiB
C++
/* -*- tab-width: 4; -*- */
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/* vi: set sw=2 ts=4 sts expandtab: */
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/*
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* Copyright 2018-2020 Mark Callow.
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* SPDX-License-Identifier: Apache-2.0
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*/
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/**
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* @file
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* @brief Draw a textured cube.
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*
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* @author Mark Callow, github.com/MarkCallow.
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*/
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#if defined(_WIN32)
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#if _MSC_VER < 1900
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#define snprintf _snprintf
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#endif
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include <assert.h>
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#include <sstream>
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#include <ktx.h>
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#include "disable_glm_warnings.h"
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "reenable_warnings.h"
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#include "TexturedCube.h"
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#include "cube.h"
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/* ------------------------------------------------------------------------- */
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extern const GLchar* pszVs;
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extern const GLchar *pszDecalFs, *pszDecalSrgbEncodeFs;
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/* ------------------------------------------------------------------------- */
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LoadTestSample*
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TexturedCube::create(uint32_t width, uint32_t height,
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const char* const szArgs,
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const std::string sBasePath)
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{
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return new TexturedCube(width, height, szArgs, sBasePath);
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}
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TexturedCube::TexturedCube(uint32_t width, uint32_t height,
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const char* const szArgs,
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const std::string sBasePath)
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: GL3LoadTestSample(width, height, szArgs, sBasePath)
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{
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std::string filename;
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GLenum target;
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GLenum glerror;
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GLuint gnDecalFs, gnVs;
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GLsizeiptr offset;
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ktxTexture* kTexture;
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KTX_error_code ktxresult;
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bInitialized = GL_FALSE;
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gnTexture = 0;
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filename = getAssetPath() + szArgs;
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ktxresult = ktxTexture_CreateFromNamedFile(filename.c_str(),
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KTX_TEXTURE_CREATE_NO_FLAGS,
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&kTexture);
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if (KTX_SUCCESS != ktxresult) {
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std::stringstream message;
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message << "Creation of ktxTexture from \"" << filename
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<< "\" failed: " << ktxErrorString(ktxresult);
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throw std::runtime_error(message.str());
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}
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ktxresult = ktxTexture_GLUpload(kTexture, &gnTexture, &target, &glerror);
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if (KTX_SUCCESS == ktxresult) {
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if (target != GL_TEXTURE_2D) {
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/* Can only draw 2D textures */
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std::stringstream message;
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glDeleteTextures(1, &gnTexture);
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message << "App can only draw 2D textures.";
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throw std::runtime_error(message.str());
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}
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if (kTexture->numLevels > 1)
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// Enable bilinear mipmapping.
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// TO DO: application can consider inserting a key,value pair in
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// the KTX file that indicates what type of filtering to use.
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glTexParameteri(target,
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GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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else
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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ktxTexture_Destroy(kTexture);
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assert(GL_NO_ERROR == glGetError());
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} else {
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std::stringstream message;
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message << "Load of texture from \"" << filename << "\" failed: ";
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if (ktxresult == KTX_GL_ERROR) {
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message << std::showbase << "GL error " << std::hex << glerror
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<< " occurred.";
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} else {
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message << ktxErrorString(ktxresult);
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}
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throw std::runtime_error(message.str());
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}
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// By default dithering is enabled. Dithering does not provide visual
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// improvement in this sample so disable it to improve performance.
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glDisable(GL_DITHER);
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glEnable(GL_CULL_FACE);
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glClearColor(0.2f,0.3f,0.4f,1.0f);
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// Create a VAO and bind it.
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glGenVertexArrays(1, &gnVao);
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glBindVertexArray(gnVao);
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// Must have vertex data in buffer objects to use VAO's on ES3/GL Core
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glGenBuffers(2, gnVbo);
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glBindBuffer(GL_ARRAY_BUFFER, gnVbo[0]);
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// Must be done after the VAO is bound
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// WebGL requires different buffers for data and indices.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gnVbo[1]);
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// Create the buffer data store.
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(cube_face) + sizeof(cube_color) + sizeof(cube_texture)
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+ sizeof(cube_normal), NULL, GL_STATIC_DRAW);
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// Interleave data copying and attrib pointer setup so offset is only
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// computed once.
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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offset = 0;
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(cube_face), cube_face);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offset);
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offset += sizeof(cube_face);
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(cube_color), cube_color);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offset);
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offset += sizeof(cube_color);
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(cube_texture), cube_texture);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offset);
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offset += sizeof(cube_texture);
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glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(cube_normal), cube_normal);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offset);
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offset += sizeof(cube_normal);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_index_buffer),
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cube_index_buffer, GL_STATIC_DRAW);
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const GLchar* actualDecalFs;
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if (framebufferColorEncoding() == GL_LINEAR) {
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actualDecalFs = pszDecalSrgbEncodeFs;
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} else {
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actualDecalFs = pszDecalFs;
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}
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try {
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makeShader(GL_VERTEX_SHADER, pszVs, &gnVs);
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makeShader(GL_FRAGMENT_SHADER, actualDecalFs, &gnDecalFs);
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makeProgram(gnVs, gnDecalFs, &gnTexProg);
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} catch (std::exception& e) {
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(void)e; // To quiet unused variable warnings from some compilers.
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throw;
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}
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try {
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makeShader(GL_VERTEX_SHADER, pszVs, &gnVs);
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makeShader(GL_FRAGMENT_SHADER, pszDecalFs, &gnDecalFs);
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makeProgram(gnVs, gnDecalFs, &gnTexProg);
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} catch (std::exception& e) {
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(void)e; // To quiet unused variable warnings from some compilers.
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throw;
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}
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gulMvMatrixLocTP = glGetUniformLocation(gnTexProg, "mvmatrix");
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gulPMatrixLocTP = glGetUniformLocation(gnTexProg, "pmatrix");
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gulSamplerLocTP = glGetUniformLocation(gnTexProg, "sampler");
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glUseProgram(gnTexProg);
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// We're using the default texture unit 0
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glUniform1i(gulSamplerLocTP, 0);
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glDeleteShader(gnVs);
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glDeleteShader(gnDecalFs);
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assert(GL_NO_ERROR == glGetError());
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bInitialized = GL_TRUE;
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}
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TexturedCube::~TexturedCube()
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{
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glEnable(GL_DITHER);
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glEnable(GL_CULL_FACE);
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if (bInitialized) {
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glUseProgram(0);
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glDeleteTextures(1, &gnTexture);
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glDeleteProgram(gnTexProg);
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glDeleteBuffers(2, gnVbo);
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glDeleteVertexArrays(1, &gnVao);
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}
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assert(GL_NO_ERROR == glGetError());
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}
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void
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TexturedCube::resize(uint32_t uWidth, uint32_t uHeight)
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{
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glm::mat4 matProj;
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glViewport(0, 0, uWidth, uHeight);
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matProj = glm::perspective(glm::radians(45.f),
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uWidth / (float)uHeight,
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1.f, 100.f);
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glUniformMatrix4fv(gulPMatrixLocTP, 1, GL_FALSE, glm::value_ptr(matProj));
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}
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void
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TexturedCube::run(uint32_t msTicks)
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{
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// Setup the view matrix : just turn around the cube.
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const float fDistance = 5.0f;
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glm::vec3 eye((float)cos( msTicks*0.001f ) * fDistance,
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(float)sin( msTicks*0.0007f ) * fDistance,
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(float)sin( msTicks*0.001f ) * fDistance);
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glm::vec3 look(0.,0.,0.);
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glm::vec3 up(0.,1.,0.);
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glm::mat4 matView = glm::lookAt( eye, look, up );
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUniformMatrix4fv(gulMvMatrixLocTP, 1, GL_FALSE, glm::value_ptr(matView));
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glDrawElements(GL_TRIANGLES, CUBE_NUM_INDICES, GL_UNSIGNED_SHORT, 0);
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assert(GL_NO_ERROR == glGetError());
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}
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/* ------------------------------------------------------------------------- */
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