| Index: gpu/command_buffer/client/gles2_demo_cc.cc
|
| ===================================================================
|
| --- gpu/command_buffer/client/gles2_demo_cc.cc (revision 37846)
|
| +++ gpu/command_buffer/client/gles2_demo_cc.cc (working copy)
|
| @@ -124,33 +124,6 @@
|
| 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,
|
| @@ -171,19 +144,38 @@
|
| return texture;
|
| }
|
|
|
| -void Init() {
|
| +} // anonymous namespace.
|
| +
|
| +void GLFromCPPInit() {
|
| glClearColor(0.f, 0.f, .7f, 1.f);
|
| g_texture = CreateCheckerboardTexture();
|
| InitShaders();
|
| }
|
|
|
| -} // anonymous namespace.
|
| -
|
| -void GLFromCPPTestFunction() {
|
| - static bool initialized = false;
|
| - if (!initialized) {
|
| - initialized = true;
|
| - Init();
|
| - }
|
| - Draw();
|
| +void GLFromCPPDraw() {
|
| + // 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();
|
| }
|
| +
|
|
|