Index: gpu/command_buffer/client/gles2_demo_cc.cc |
=================================================================== |
--- gpu/command_buffer/client/gles2_demo_cc.cc (revision 33021) |
+++ gpu/command_buffer/client/gles2_demo_cc.cc (working copy) |
@@ -8,14 +8,187 @@ |
#include <GLES2/gl2.h> |
#include "gpu/command_buffer/client/gles2_demo_cc.h" |
+namespace { |
+ |
+int g_width = 512; |
+int g_height = 512; |
+GLuint g_texture = 0; |
+int g_textureLoc = -1; |
+GLuint g_programObject = 0; |
+GLuint g_vbo = 0; |
+GLsizei g_texCoordOffset = 0; |
+ |
+void CheckGLError() { |
+ GLenum error = glGetError(); |
+ if (error != GL_NO_ERROR) { |
+ DLOG(ERROR) << "GL Error: " << error; |
+ } |
+} |
+ |
+GLuint LoadShader(GLenum type, const char* shaderSrc) { |
+ GLuint shader = glCreateShader(type); |
+ if (shader == 0) { |
+ return 0; |
+ } |
+ // Load the shader source |
+ glShaderSource(shader, 1, &shaderSrc, NULL); |
+ // Compile the shader |
+ glCompileShader(shader); |
+ // Check the compile status |
+ GLint value; |
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &value); |
+ if (value == 0) { |
+ char buffer[1024]; |
+ GLsizei length; |
+ glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); |
+ std::string log(buffer, length); |
+ DLOG(ERROR) << "Error compiling shader:" << log; |
+ glDeleteShader(shader); |
+ return 0; |
+ } |
+ return shader; |
+} |
+ |
+void InitShaders() { |
+ static const char* vShaderStr = |
+ "attribute vec3 g_Position;\n" |
+ "attribute vec2 g_TexCoord0;\n" |
+ "varying vec2 texCoord;\n" |
+ "void main()\n" |
+ "{\n" |
+ " gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n" |
+ " texCoord = g_TexCoord0;\n" |
+ "}\n"; |
+ static const char* fShaderStr = |
+ "uniform sampler2D tex;\n" |
+ "varying vec2 texCoord;\n" |
+ "void main()\n" |
+ "{\n" |
+ " gl_FragColor = texture2D(tex, texCoord);\n" |
+ "}\n"; |
+ |
+ GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr); |
+ GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr); |
+ // Create the program object |
+ GLuint programObject = glCreateProgram(); |
+ if (programObject == 0) { |
+ DLOG(ERROR) << "Creating program failed"; |
+ return; |
+ } |
+ glAttachShader(programObject, vertexShader); |
+ glAttachShader(programObject, fragmentShader); |
+ // Bind g_Position to attribute 0 |
+ // Bind g_TexCoord0 to attribute 1 |
+ glBindAttribLocation(programObject, 0, "g_Position"); |
+ glBindAttribLocation(programObject, 1, "g_TexCoord0"); |
+ // Link the program |
+ glLinkProgram(programObject); |
+ // Check the link status |
+ GLint linked; |
+ glGetProgramiv(programObject, GL_LINK_STATUS, &linked); |
+ if (linked == 0) { |
+ char buffer[1024]; |
+ GLsizei length; |
+ glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer); |
+ std::string log(buffer, length); |
+ DLOG(ERROR) << "Error linking program:" << log; |
+ glDeleteProgram(programObject); |
+ return; |
+ } |
+ g_programObject = programObject; |
+ g_textureLoc = glGetUniformLocation(g_programObject, "tex"); |
+ glGenBuffers(1, &g_vbo); |
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo); |
+ static float vertices[] = { |
+ 0.25, 0.75, 0.0, |
+ -0.75, 0.75, 0.0, |
+ -0.75, -0.25, 0.0, |
+ 0.25, 0.75, 0.0, |
+ -0.75, -0.25, 0.0, |
+ 0.25, -0.25, 0.0, |
+ }; |
+ static float texCoords[] = { |
+ 1.0, 1.0, |
+ 0.0, 1.0, |
+ 0.0, 0.0, |
+ 1.0, 1.0, |
+ 0.0, 0.0, |
+ 1.0, 0.0, |
+ }; |
+ g_texCoordOffset = sizeof(vertices); |
+ glBufferData(GL_ARRAY_BUFFER, |
+ sizeof(vertices) + sizeof(texCoords), |
+ NULL, |
+ GL_STATIC_DRAW); |
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); |
+ glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset, |
+ sizeof(texCoords), texCoords); |
+ CheckGLError(); |
+} |
+ |
+void Draw() { |
+ // Note: the viewport is automatically set up to cover the entire Canvas. |
+ // Clear the color buffer |
+ glClear(GL_COLOR_BUFFER_BIT); |
+ CheckGLError(); |
+ // Use the program object |
+ glUseProgram(g_programObject); |
+ CheckGLError(); |
+ // Load the vertex data |
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo); |
+ glEnableVertexAttribArray(0); |
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
+ glEnableVertexAttribArray(1); |
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, |
+ reinterpret_cast<const void*>(g_texCoordOffset)); |
+ CheckGLError(); |
+ // Bind the texture to texture unit 0 |
+ glBindTexture(GL_TEXTURE_2D, g_texture); |
+ CheckGLError(); |
+ // Point the uniform sampler to texture unit 0 |
+ glUniform1i(g_textureLoc, 0); |
+ CheckGLError(); |
+ glDrawArrays(GL_TRIANGLES, 0, 6); |
+ CheckGLError(); |
+ glFlush(); |
+} |
+ |
+GLuint CreateCheckerboardTexture() { |
+ static unsigned char pixels[] = { |
+ 255, 255, 255, |
+ 0, 0, 0, |
+ 0, 0, 0, |
+ 255, 255, 255, |
+ }; |
+ GLuint texture; |
+ glGenTextures(1, &texture); |
+ glBindTexture(GL_TEXTURE_2D, texture); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, |
+ pixels); |
+ return texture; |
+} |
+ |
+void Init() { |
+ glClearColor(0.f, 0.f, .7f, 1.f); |
+ g_texture = CreateCheckerboardTexture(); |
+ InitShaders(); |
+} |
+ |
+} // anonymous namespace. |
+ |
void GLFromCPPTestFunction() { |
- static bool foo = true; |
- foo = !foo; |
- glClearColor( |
- foo ? 1.0f : 0.0f, |
- foo ? 0.0f : 1.0f, |
- 1.0f, |
- 1.0f); |
+ static bool initialized = false; |
+ if (!initialized) { |
+ initialized = true; |
+ Init(); |
+ } |
+ Draw(); |
} |
+ |