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Unified Diff: gpu/demos/occlusion_query/occlusion_query.cc

Issue 9699048: Make Occlusion Query Sample (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: make it more C++y Created 8 years, 9 months ago
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Index: gpu/demos/occlusion_query/occlusion_query.cc
diff --git a/gpu/demos/occlusion_query/occlusion_query.cc b/gpu/demos/occlusion_query/occlusion_query.cc
new file mode 100644
index 0000000000000000000000000000000000000000..4cab2e823eecc8c8f415cb14a27938b39f1eb456
--- /dev/null
+++ b/gpu/demos/occlusion_query/occlusion_query.cc
@@ -0,0 +1,312 @@
+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <math.h>
+#include <stdio.h>
+#include <string>
+
+// Some tests for occlusion queries.
+#include "gpu/demos/framework/demo_factory.h"
+#include "gpu/demos/gles2_book/example.h"
+
+namespace gpu {
+namespace demos {
+
+namespace {
+
+class OcclusionQueryTest;
+
+struct STUserData {
+ OcclusionQueryTest* demo;
+};
+
+class OcclusionQueryTest : public gles2_book::Example<STUserData> {
+ public:
+ OcclusionQueryTest()
+ : elasped_sec_(0),
+ program_(0),
+ matrix_loc_(0),
+ color_loc_(0),
+ vbo_(0),
+ query_(0),
+ clock_(0),
+ last_query_status_(0) {
+ test_ = this;
+ RegisterCallbacks(stInit, stUpdate, stDraw, stShutDown);
+ }
+
+ const wchar_t* Title() const {
+ return L"Occlusion Query Test";
+ }
+
+ bool IsAnimated() {
+ return true;
+ }
+
+ private:
+ int Init(ESContext* esContext);
+ void Update(ESContext* esContext, float elapsed_sec);
+ void Draw(ESContext* esContext);
+ void ShutDown(ESContext* esContext);
+
+ void InitShaders();
+ void DrawRect(float x, float z, float scale, float* color);
+
+ static int stInit(ESContext* esContext) {
+ static_cast<STUserData*>(esContext->userData)->demo = test_;
+ test_ = NULL;
+ return static_cast<STUserData*>(esContext->userData)->demo->Init(esContext);
+ }
+
+ static void stUpdate (ESContext* esContext, float elapsed_sec) {
+ static_cast<STUserData*>(esContext->userData)->demo->Update(
+ esContext, elapsed_sec);
+ }
+
+ static void stShutDown (ESContext* esContext) {
+ static_cast<STUserData*>(esContext->userData)->demo->ShutDown(
+ esContext);
+ }
+
+ static void stDraw (ESContext* esContext) {
+ static_cast<STUserData*>(esContext->userData)->demo->Draw(
+ esContext);
+ }
+
+ // This is the test being created. Because the GLES2 book's framework
+ // has no way to pass anything into the init funciton this is a hacky
+ // workaround.
+ static OcclusionQueryTest* test_;
+
+ float elasped_sec_;
+ GLuint program_;
+ GLint matrix_loc_;
+ GLint color_loc_;
+ GLuint vbo_;
+ GLuint query_;
+ float clock_;
+ GLuint last_query_status_;
+
+ static float red_[4];
+ static float green_[4];
+ static float blue_[4];
+};
+
+OcclusionQueryTest* OcclusionQueryTest::test_;
+float OcclusionQueryTest::red_[4] = { 1, 0, 0, 1, };
+float OcclusionQueryTest::green_[4] = { 0, 1, 0, 1, };
+float OcclusionQueryTest::blue_[4] = { 0, 0, 1, 1, };
+
+void CheckGLError(const char* func_name, int line_no) {
+#ifndef NDEBUG
+ GLenum error = GL_NO_ERROR;
+ while ((error = glGetError()) != GL_NO_ERROR) {
+ fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n",
+ func_name, line_no, error);
+ }
+#endif
+}
+
+GLuint LoadShader(GLenum type, const char* shaderSrc) {
+ CheckGLError("LoadShader", __LINE__);
+ 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 = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
+ if (value == 0) {
+ char buffer[1024];
+ GLsizei length = 0;
+ glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer);
+ std::string log(buffer, length);
+ fprintf(stderr, "Error compiling shader: %s\n", log.c_str());
+ glDeleteShader(shader);
+ return 0;
+ }
+ return shader;
+}
+
+void OcclusionQueryTest::InitShaders() {
+ static const char* v_shader_str =
+ "uniform mat4 worldMatrix;\n"
+ "attribute vec3 g_Position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = worldMatrix *\n"
+ " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
+ "}\n";
+ static const char* f_shader_str =
+ "precision mediump float;"
+ "uniform vec4 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ CheckGLError("InitShaders", __LINE__);
+ GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, v_shader_str);
+ GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, f_shader_str);
+ // Create the program object
+ GLuint program = glCreateProgram();
+ if (program == 0) {
+ fprintf(stderr, "Creating program failed\n");
+ return;
+ }
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+ // Bind g_Position to attribute 0
+ glBindAttribLocation(program, 0, "g_Position");
+ // Link the program
+ glLinkProgram(program);
+ // Check the link status
+ GLint linked = 0;
+ glGetProgramiv(program, GL_LINK_STATUS, &linked);
+ if (linked == 0) {
+ char buffer[1024];
+ GLsizei length = 0;
+ glGetProgramInfoLog(program, sizeof(buffer), &length, buffer);
+ std::string log(buffer, length);
+ fprintf(stderr, "Error linking program: %s\n", log.c_str());
+ glDeleteProgram(program);
+ return;
+ }
+ program_ = program;
+ matrix_loc_ = glGetUniformLocation(program_, "worldMatrix");
+ color_loc_ = glGetUniformLocation(program_, "color");
+ glGenBuffers(1, &vbo_);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_);
+ static float vertices[] = {
+ 1, 1, 0.0,
+ -1, 1, 0.0,
+ -1, -1, 0.0,
+ 1, 1, 0.0,
+ -1, -1, 0.0,
+ 1, -1, 0.0,
+ };
+ glBufferData(GL_ARRAY_BUFFER,
+ sizeof(vertices),
+ NULL,
+ GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
+ CheckGLError("InitShaders", __LINE__);
+
+ glGenQueriesEXT(1, &query_);
+ glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query_);
+ glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
+ CheckGLError("InitShaders", __LINE__);
+}
+
+} // anonymous namespace.
+
+int OcclusionQueryTest::Init(ESContext* esContext) {
+ CheckGLError("GLFromCPPInit", __LINE__);
+ glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
+ InitShaders();
+ CheckGLError("GLFromCPPInit", __LINE__);
+ return 1;
+}
+
+void OcclusionQueryTest::Update(ESContext* esContext, float elapsed_sec) {
+ elasped_sec_ = elapsed_sec;
+}
+
+static void SetMatrix(float x, float z, float scale, float* matrix) {
+ matrix[0] = scale;
+ matrix[1] = 0.0f;
+ matrix[2] = 0.0f;
+ matrix[3] = 0.0f;
+
+ matrix[4] = 0.0f;
+ matrix[5] = scale;
+ matrix[6] = 0.0f;
+ matrix[7] = 0.0f;
+
+ matrix[8] = 0.0f;
+ matrix[9] = 0.0f;
+ matrix[10] = scale;
+ matrix[11] = 0.0f;
+
+ matrix[12] = x;
+ matrix[13] = 0.0f;
+ matrix[14] = z;
+ matrix[15] = 1.0f;
+}
+
+void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) {
+ GLfloat matrix[16];
+
+ SetMatrix(x, z, scale, matrix);
+
+ // Set up the model matrix
+ glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix);
+
+ glUniform4fv(color_loc_, 1, color);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+}
+
+void OcclusionQueryTest::Draw(ESContext* esContext) {
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ clock_ += elasped_sec_;
+
+ // Note: the viewport is automatically set up to cover the entire Canvas.
+ // Clear the color buffer
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ // Use the program object
+ glUseProgram(program_);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+
+ // Load the vertex data
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+
+ DrawRect(sinf(clock_), 0.0f, 0.50f,
+ last_query_status_ ? green_ : red_);
+
+ bool started_query = false;
+ GLuint result = 0;
+ glGetQueryObjectuivEXT(query_, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ if (result) {
+ glGetQueryObjectuivEXT(query_, GL_QUERY_RESULT_EXT, &last_query_status_);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query_);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ started_query = true;
+ }
+
+ DrawRect(-0.125f, 0.1f, 0.25f, blue_);
+
+ if (started_query) {
+ glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
+ CheckGLError("GLFromCPPDraw", __LINE__);
+ }
+
+ glFlush();
+}
+
+void OcclusionQueryTest::ShutDown(ESContext* esContext) {
+}
+
+Demo* CreateDemo() {
+ return new OcclusionQueryTest();
+}
+
+} // namespace demos
+} // namespace gpu
+
+
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