Chromium Code Reviews| Index: remoting/client/ios/display/gl_demo_screen.mm |
| diff --git a/remoting/client/ios/display/gl_demo_screen.mm b/remoting/client/ios/display/gl_demo_screen.mm |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..8f637fcfb9bd17a2818aa2d6fb9863ba57872141 |
| --- /dev/null |
| +++ b/remoting/client/ios/display/gl_demo_screen.mm |
| @@ -0,0 +1,101 @@ |
| +// Copyright 2016 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 "remoting/client/ios/display/gl_demo_screen.h" |
| + |
| +#import <Foundation/Foundation.h> |
| + |
| +#include "base/logging.h" |
| +#include "base/memory/ptr_util.h" |
| +#include "remoting/client/gl_canvas.h" |
| +#include "remoting/client/gl_math.h" |
| + |
| +namespace remoting { |
| + |
| +const GLfloat square[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0}; |
|
Yuwei
2016/12/19 23:26:09
kSquare?
https://google.github.io/styleguide/cppg
|
| + |
| +const GLchar* fragmentShaderSource = |
| + "precision mediump float;" |
| + "void main() {" |
| + " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);" |
| + "} "; |
| + |
| +const GLchar* vertexShaderSource = |
| + "precision mediump float;" |
| + "attribute vec4 a_position;" |
| + "void main() {" |
| + " gl_Position = a_position;" |
| + "}"; |
| + |
| +const GLchar* a_position = "a_position"; |
|
Yuwei
2016/12/19 23:26:09
Maybe |kAPositionAttribute|?
|
| + |
| +GlDemoScreen::GlDemoScreen() {} |
| + |
| +GlDemoScreen::~GlDemoScreen() {} |
| + |
| +void GlDemoScreen::SetCanvas(GlCanvas* canvas) { |
| + canvas_ = canvas; |
| + |
| + // Create and compile vertex shader |
| + GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); |
| + glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); |
| + glCompileShader(vertexShader); |
| + |
| + // Create and compile fragment shader |
| + GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); |
| + glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); |
| + glCompileShader(fragmentShader); |
| + |
| + // Create and link program |
| + program = glCreateProgram(); |
| + glAttachShader(program, vertexShader); |
| + glAttachShader(program, fragmentShader); |
| + glLinkProgram(program); |
| +} |
| + |
| +void GlDemoScreen::Draw() { |
| + if (!canvas_) { |
| + return; |
| + } |
| + |
| + int width = 640; |
| + int height = 1024; |
| + square_size++; |
| + if (square_size > 300) { |
| + square_size = 1; |
| + } |
| + |
| + // Set the viewport |
| + glViewport(0, 0, width, height); |
| + |
| + // Clear |
| + glClearColor(0, 1, 0, 1); |
| + glClear(GL_COLOR_BUFFER_BIT); |
| + |
| + // Use program |
| + glUseProgram(program); |
|
Yuwei
2016/12/19 23:26:09
GlCanvas was supposed to be used to draw textures
|
| + |
| + int skip = 0; |
| + for (int i = 0; i < width; i += square_size) { |
| + if (skip == square_size) { |
| + skip = 0; |
| + } else { |
| + skip = square_size; |
| + } |
| + for (int j = skip; j < height; j += square_size * 2) { |
| + glViewport(i, j, square_size, square_size); |
| + |
| + // Send geometry to vertex shader |
| + GLuint aPosition = glGetAttribLocation(program, a_position); |
|
Yuwei
2016/12/19 23:26:09
Nit: maybe getting it once and store it in SetCanv
|
| + |
| + glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, square); |
| + glEnableVertexAttribArray(aPosition); |
| + |
| + // Draw |
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| + } |
| + } |
| +} |
| + |
| +} // namespace remoting |