| 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
|
| +
|
| +
|
|
|