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authoralokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-01-09 17:06:42 +0000
committeralokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-01-09 17:06:42 +0000
commitefb8f2987c9b500b3af21f3498df5ac4ae091551 (patch)
tree02e102d22c835937981b20e178af38d01e366eb0 /third_party/gles2_book/Chapter_11
parent1fe3ec310377e2549d05344583251e9e45148553 (diff)
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Renamed gles_book_examples to gles2_book to make it shorter and more correct. I still need to rename gles_book_examples.gyp to gles2_book.gyp. I will do it in another CL as svn does not like changes in renamed directories.
TBR=apatrick Review URL: http://codereview.chromium.org/543002 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@35875 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'third_party/gles2_book/Chapter_11')
-rw-r--r--third_party/gles2_book/Chapter_11/Multisample/Multisample.c302
-rw-r--r--third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c273
2 files changed, 575 insertions, 0 deletions
diff --git a/third_party/gles2_book/Chapter_11/Multisample/Multisample.c b/third_party/gles2_book/Chapter_11/Multisample/Multisample.c
new file mode 100644
index 0000000..596f340
--- /dev/null
+++ b/third_party/gles2_book/Chapter_11/Multisample/Multisample.c
@@ -0,0 +1,302 @@
+//
+// 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
+//
+
+// Multisample.c
+//
+// This example shows various multi-sampling
+// operations.
+//
+#include <stdlib.h>
+#include <stdio.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+
+ // Uniform locations
+ GLint colorLoc;
+
+} UserData;
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "uniform vec4 u_color; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = u_color; \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+
+ // Get the sampler location
+ userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
+
+ // Set the clear color
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ // Set the stencil clear value
+ glClearStencil ( 0x1 );
+
+ // Set the depth clear value
+ glClearDepthf( 0.75f );
+
+ // Enable the depth and stencil tests
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_STENCIL_TEST );
+
+ return TRUE;
+}
+
+///
+// Initialize the stencil buffer values, and then use those
+// values to control rendering
+//
+void Draw ( ESContext *esContext )
+{
+ int i;
+
+ UserData *userData = esContext->userData;
+
+ GLfloat vVertices[] = {
+ -0.75f, 0.25f, 0.50f, // Quad #0
+ -0.25f, 0.25f, 0.50f,
+ -0.25f, 0.75f, 0.50f,
+ -0.75f, 0.75f, 0.50f,
+ 0.25f, 0.25f, 0.90f, // Quad #1
+ 0.75f, 0.25f, 0.90f,
+ 0.75f, 0.75f, 0.90f,
+ 0.25f, 0.75f, 0.90f,
+ -0.75f, -0.75f, 0.50f, // Quad #2
+ -0.25f, -0.75f, 0.50f,
+ -0.25f, -0.25f, 0.50f,
+ -0.75f, -0.25f, 0.50f,
+ 0.25f, -0.75f, 0.50f, // Quad #3
+ 0.75f, -0.75f, 0.50f,
+ 0.75f, -0.25f, 0.50f,
+ 0.25f, -0.25f, 0.50f,
+ -1.00f, -1.00f, 0.00f, // Big Quad
+ 1.00f, -1.00f, 0.00f,
+ 1.00f, 1.00f, 0.00f,
+ -1.00f, 1.00f, 0.00f
+ };
+
+ GLubyte indices[][6] = {
+ { 0, 1, 2, 0, 2, 3 }, // Quad #0
+ { 4, 5, 6, 4, 6, 7 }, // Quad #1
+ { 8, 9, 10, 8, 10, 11 }, // Quad #2
+ { 12, 13, 14, 12, 14, 15 }, // Quad #3
+ { 16, 17, 18, 16, 18, 19 } // Big Quad
+ };
+
+#define NumTests 4
+ GLfloat colors[NumTests][4] = {
+ { 1.0f, 0.0f, 0.0f, 1.0f },
+ { 0.0f, 1.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f, 1.0f },
+ { 1.0f, 1.0f, 0.0f, 0.0f }
+ };
+
+ GLint numStencilBits;
+ GLuint stencilValues[NumTests] = {
+ 0x7, // Result of test 0
+ 0x0, // Result of test 1
+ 0x2, // Result of test 2
+ 0xff // Result of test 3. We need to fill this
+ // value in a run-time
+ };
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color, depth, and stencil buffers. At this
+ // point, the stencil buffer will be 0x1 for all pixels
+ glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 0, vVertices );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+
+ // Test 0:
+ //
+ // Initialize upper-left region. In this case, the
+ // stencil-buffer values will be replaced because the
+ // stencil test for the rendered pixels will fail the
+ // stencil test, which is
+ //
+ // ref mask stencil mask
+ // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 )
+ //
+ // The value in the stencil buffer for these pixels will
+ // be 0x7.
+ //
+ glStencilFunc( GL_LESS, 0x7, 0x3 );
+ glStencilOp( GL_REPLACE, GL_DECR, GL_DECR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] );
+
+ // Test 1:
+ //
+ // Initialize the upper-right region. Here, we'll decrement
+ // the stencil-buffer values where the stencil test passes
+ // but the depth test fails. The stencil test is
+ //
+ // ref mask stencil mask
+ // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 )
+ //
+ // but where the geometry fails the depth test. The
+ // stencil values for these pixels will be 0x0.
+ //
+ glStencilFunc( GL_GREATER, 0x3, 0x3 );
+ glStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] );
+
+ // Test 2:
+ //
+ // Initialize the lower-left region. Here we'll increment
+ // (with saturation) the stencil value where both the
+ // stencil and depth tests pass. The stencil test for
+ // these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 )
+ //
+ // The stencil values for these pixels will be 0x2.
+ //
+ glStencilFunc( GL_EQUAL, 0x1, 0x3 );
+ glStencilOp( GL_KEEP, GL_INCR, GL_INCR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] );
+
+ // Test 3:
+ //
+ // Finally, initialize the lower-right region. We'll invert
+ // the stencil value where the stencil tests fails. The
+ // stencil test for these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 )
+ //
+ // The stencil value here will be set to ~((2^s-1) & 0x1),
+ // (with the 0x1 being from the stencil clear value),
+ // where 's' is the number of bits in the stencil buffer
+ //
+ glStencilFunc( GL_EQUAL, 0x2, 0x1 );
+ glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] );
+
+ // Since we don't know at compile time how many stecil bits are present,
+ // we'll query, and update the value correct value in the
+ // stencilValues arrays for the fourth tests. We'll use this value
+ // later in rendering.
+ glGetIntegerv( GL_STENCIL_BITS, &numStencilBits );
+
+ stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff;
+
+ // Use the stencil buffer for controlling where rendering will
+ // occur. We diable writing to the stencil buffer so we
+ // can test against them without modifying the values we
+ // generated.
+ glStencilMask( 0x0 );
+
+ for ( i = 0; i < NumTests; ++i )
+ {
+ glStencilFunc( GL_EQUAL, stencilValues[i], 0xff );
+ glUniform4fv( userData->colorLoc, 1, colors[i] );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] );
+ }
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+///
+// Handle keyboard input
+//
+void Key ( ESContext *esContext, unsigned char key, int x, int y)
+{
+ switch ( key )
+ {
+ case 'm':
+ printf( "Saw an 'm'\n" );
+ break;
+
+ case 'a':
+ printf( "Saw an 'a'\n" );
+ break;
+
+ case '1':
+ printf( "Saw a '1'\n" );
+ break;
+
+ case 033: // ASCII Escape Key
+ ShutDown( esContext );
+ exit( 0 );
+ break;
+ }
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Multi-sampling", 320, 240, ES_WINDOW_RGB );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+ esRegisterKeyFunc( &esContext, Key );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}
diff --git a/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c b/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c
new file mode 100644
index 0000000..1caf098
--- /dev/null
+++ b/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c
@@ -0,0 +1,273 @@
+//
+// 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
+//
+
+// Stencil_Test.c
+//
+// This example shows various stencil buffer
+// operations.
+//
+#include <stdlib.h>
+#include "esUtil.h"
+
+typedef struct
+{
+ // Handle to a program object
+ GLuint programObject;
+
+ // Attribute locations
+ GLint positionLoc;
+
+ // Uniform locations
+ GLint colorLoc;
+
+} UserData;
+
+///
+// Initialize the shader and program object
+//
+int Init ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+ GLbyte vShaderStr[] =
+ "attribute vec4 a_position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ "} \n";
+
+ GLbyte fShaderStr[] =
+ "precision mediump float; \n"
+ "uniform vec4 u_color; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = u_color; \n"
+ "} \n";
+
+ // Load the shaders and get a linked program object
+ userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
+
+ // Get the attribute locations
+ userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
+
+ // Get the sampler location
+ userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
+
+ // Set the clear color
+ glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
+
+ // Set the stencil clear value
+ glClearStencil ( 0x1 );
+
+ // Set the depth clear value
+ glClearDepthf( 0.75f );
+
+ // Enable the depth and stencil tests
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_STENCIL_TEST );
+
+ return TRUE;
+}
+
+///
+// Initialize the stencil buffer values, and then use those
+// values to control rendering
+//
+void Draw ( ESContext *esContext )
+{
+ int i;
+
+ UserData *userData = esContext->userData;
+
+ GLfloat vVertices[] = {
+ -0.75f, 0.25f, 0.50f, // Quad #0
+ -0.25f, 0.25f, 0.50f,
+ -0.25f, 0.75f, 0.50f,
+ -0.75f, 0.75f, 0.50f,
+ 0.25f, 0.25f, 0.90f, // Quad #1
+ 0.75f, 0.25f, 0.90f,
+ 0.75f, 0.75f, 0.90f,
+ 0.25f, 0.75f, 0.90f,
+ -0.75f, -0.75f, 0.50f, // Quad #2
+ -0.25f, -0.75f, 0.50f,
+ -0.25f, -0.25f, 0.50f,
+ -0.75f, -0.25f, 0.50f,
+ 0.25f, -0.75f, 0.50f, // Quad #3
+ 0.75f, -0.75f, 0.50f,
+ 0.75f, -0.25f, 0.50f,
+ 0.25f, -0.25f, 0.50f,
+ -1.00f, -1.00f, 0.00f, // Big Quad
+ 1.00f, -1.00f, 0.00f,
+ 1.00f, 1.00f, 0.00f,
+ -1.00f, 1.00f, 0.00f
+ };
+
+ GLubyte indices[][6] = {
+ { 0, 1, 2, 0, 2, 3 }, // Quad #0
+ { 4, 5, 6, 4, 6, 7 }, // Quad #1
+ { 8, 9, 10, 8, 10, 11 }, // Quad #2
+ { 12, 13, 14, 12, 14, 15 }, // Quad #3
+ { 16, 17, 18, 16, 18, 19 } // Big Quad
+ };
+
+#define NumTests 4
+ GLfloat colors[NumTests][4] = {
+ { 1.0f, 0.0f, 0.0f, 1.0f },
+ { 0.0f, 1.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f, 1.0f },
+ { 1.0f, 1.0f, 0.0f, 0.0f }
+ };
+
+ GLint numStencilBits;
+ GLuint stencilValues[NumTests] = {
+ 0x7, // Result of test 0
+ 0x0, // Result of test 1
+ 0x2, // Result of test 2
+ 0xff // Result of test 3. We need to fill this
+ // value in a run-time
+ };
+
+ // Set the viewport
+ glViewport ( 0, 0, esContext->width, esContext->height );
+
+ // Clear the color, depth, and stencil buffers. At this
+ // point, the stencil buffer will be 0x1 for all pixels
+ glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+
+ // Use the program object
+ glUseProgram ( userData->programObject );
+
+ // Load the vertex position
+ glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
+ GL_FALSE, 0, vVertices );
+
+ glEnableVertexAttribArray ( userData->positionLoc );
+
+ // Test 0:
+ //
+ // Initialize upper-left region. In this case, the
+ // stencil-buffer values will be replaced because the
+ // stencil test for the rendered pixels will fail the
+ // stencil test, which is
+ //
+ // ref mask stencil mask
+ // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 )
+ //
+ // The value in the stencil buffer for these pixels will
+ // be 0x7.
+ //
+ glStencilFunc( GL_LESS, 0x7, 0x3 );
+ glStencilOp( GL_REPLACE, GL_DECR, GL_DECR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] );
+
+ // Test 1:
+ //
+ // Initialize the upper-right region. Here, we'll decrement
+ // the stencil-buffer values where the stencil test passes
+ // but the depth test fails. The stencil test is
+ //
+ // ref mask stencil mask
+ // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 )
+ //
+ // but where the geometry fails the depth test. The
+ // stencil values for these pixels will be 0x0.
+ //
+ glStencilFunc( GL_GREATER, 0x3, 0x3 );
+ glStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] );
+
+ // Test 2:
+ //
+ // Initialize the lower-left region. Here we'll increment
+ // (with saturation) the stencil value where both the
+ // stencil and depth tests pass. The stencil test for
+ // these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 )
+ //
+ // The stencil values for these pixels will be 0x2.
+ //
+ glStencilFunc( GL_EQUAL, 0x1, 0x3 );
+ glStencilOp( GL_KEEP, GL_INCR, GL_INCR );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] );
+
+ // Test 3:
+ //
+ // Finally, initialize the lower-right region. We'll invert
+ // the stencil value where the stencil tests fails. The
+ // stencil test for these pixels will be
+ //
+ // ref mask stencil mask
+ // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 )
+ //
+ // The stencil value here will be set to ~((2^s-1) & 0x1),
+ // (with the 0x1 being from the stencil clear value),
+ // where 's' is the number of bits in the stencil buffer
+ //
+ glStencilFunc( GL_EQUAL, 0x2, 0x1 );
+ glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] );
+
+ // Since we don't know at compile time how many stecil bits are present,
+ // we'll query, and update the value correct value in the
+ // stencilValues arrays for the fourth tests. We'll use this value
+ // later in rendering.
+ glGetIntegerv( GL_STENCIL_BITS, &numStencilBits );
+
+ stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff;
+
+ // Use the stencil buffer for controlling where rendering will
+ // occur. We diable writing to the stencil buffer so we
+ // can test against them without modifying the values we
+ // generated.
+ glStencilMask( 0x0 );
+
+ for ( i = 0; i < NumTests; ++i )
+ {
+ glStencilFunc( GL_EQUAL, stencilValues[i], 0xff );
+ glUniform4fv( userData->colorLoc, 1, colors[i] );
+ glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] );
+ }
+
+ eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
+}
+
+///
+// Cleanup
+//
+void ShutDown ( ESContext *esContext )
+{
+ UserData *userData = esContext->userData;
+
+ // Delete program object
+ glDeleteProgram ( userData->programObject );
+}
+
+
+int main ( int argc, char *argv[] )
+{
+ ESContext esContext;
+ UserData userData;
+
+ esInitContext ( &esContext );
+ esContext.userData = &userData;
+
+ esCreateWindow ( &esContext, "Stencil Test", 320, 240,
+ ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
+
+ if ( !Init ( &esContext ) )
+ return 0;
+
+ esRegisterDrawFunc ( &esContext, Draw );
+
+ esMainLoop ( &esContext );
+
+ ShutDown ( &esContext );
+}