| 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();
|
| }
|
|
|
|
|
| +
|
|
|