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rtt.c
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rtt.c
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#include "rtt.h"
#include "triangle_draw.h"
///
// Init shaders of drawing triangles
//
int Init ( ESContext *esContext )
{
return InitRedTriangle ( esContext ) && InitBlueTriangle ( esContext );
}
///
// Draw the rendered texture back to screen
//
void RenderToScreen ( ESContext *esContext)
{
UserData *userData = esContext->userData;
GLfloat vVertices[] = { -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 };
GLbyte vShaderStr[] =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
GLbyte fShaderStr[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_triangle_red; \n"
"uniform sampler2D s_triangle_blue; \n"
"void main() \n"
"{ \n"
" vec4 redTriangle; \n"
" vec4 blueTriangle; \n"
" \n"
" redTriangle = texture2D( s_triangle_red, v_texCoord );\n"
" blueTriangle = texture2D( s_triangle_blue, v_texCoord );\n"
" \n"
" gl_FragColor = redTriangle + blueTriangle;\n"
" //gl_FragColor = blueTriangle;\n"
"} \n";
// Load the shaders and get a linked program object
userData->programObjectScr = esLoadProgram ( vShaderStr, fShaderStr );
// Get the attribute locations
userData->positionLoc = glGetAttribLocation ( userData->programObjectScr, "a_position" );
userData->texCoordLoc = glGetAttribLocation ( userData->programObjectScr, "a_texCoord" );
// Get the sampler location
userData->redSamplerLoc = glGetUniformLocation ( userData->programObjectScr, "s_triangle_red" );
userData->blueSamplerLoc = glGetUniformLocation ( userData->programObjectScr, "s_triangle_blue" );
glEnable(GL_DEPTH_TEST);
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Use the program object
glUseProgram ( userData->programObjectScr );
// Load the vertex position
glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), vVertices );
// Load the texture coordinate
glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] );
glEnableVertexAttribArray ( userData->positionLoc );
glEnableVertexAttribArray ( userData->texCoordLoc );
/// FIXME Here can only with 2 triangles situation work.
// Bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture ( GL_TEXTURE_2D, userData->redFBO.texture );
// Set the sampler texture unit to 0
glUniform1i ( userData->redSamplerLoc, 0 );
// Bind the texture
glActiveTexture ( GL_TEXTURE1 );
glBindTexture ( GL_TEXTURE_2D, userData->blueFBO.texture );
// Set the sampler texture unit to 0
glUniform1i ( userData->blueSamplerLoc, 1 );
/// FIXEND
glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
}
///
// Draw a triangle using the shader pair created in Init()
//
void Draw ( ESContext *esContext )
{
UserData *userData = esContext->userData;
// Change back to window system provided framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
RenderToScreen(esContext);
}
///
// Cleanup
//
void ShutDown ( ESContext *esContext )
{
UserData *userData = esContext->userData;
// Delete texture object
glDeleteTextures ( 1, &userData->redFBO.texture );
glDeleteTextures ( 1, &userData->blueFBO.texture );
// Delete program object
glDeleteProgram ( userData->programObjectRed );
glDeleteProgram ( userData->programObjectBlue );
glDeleteProgram ( userData->programObjectScr );
// Delete renderbuffer and framebuffer objects
glDeleteRenderbuffers(1, &userData->redFBO.depthRenderbuffer);
glDeleteFramebuffers(1, &userData->redFBO.framebuffer);
glDeleteRenderbuffers(1, &userData->blueFBO.depthRenderbuffer);
glDeleteFramebuffers(1, &userData->blueFBO.framebuffer);
}
int main()
{
ESContext esContext;
UserData userData;
esInitContext ( &esContext );
esContext.userData = &userData;
esCreateWindow ( &esContext, "Hello Triangle", 320, 240, ES_WINDOW_RGB );
if ( !Init ( &esContext ) )
return 0;
InitFBO( &esContext, &userData.redFBO, userData.programObjectRed);
InitFBO( &esContext, &userData.blueFBO, userData.programObjectBlue);
esRegisterDrawFunc ( &esContext, Draw );
esMainLoop ( &esContext );
return 0;
}