summaryrefslogtreecommitdiffstats
path: root/third_party/gles2_book/Chapter_9/MipMap2D/MipMap2D.c
blob: f45d2140365cb2d3e7da7ef78e182b4cef96ce6a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
//
// 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";
   
   // TODO(alokp): Shaders containing "precision" do not compile.
   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 );
}