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..db549817b73e4d2bb5170b8094fabd112af36733 |
| --- /dev/null |
| +++ b/remoting/client/ios/display/gl_demo_screen.mm |
| @@ -0,0 +1,115 @@ |
| +// Copyright 2017 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" |
| + |
| +#include "base/logging.h" |
| +#include "remoting/client/display/canvas.h" |
| +#include "remoting/client/display/gl_math.h" |
| + |
| +namespace remoting { |
| + |
| +namespace { |
| + |
| +const GLfloat square[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0}; |
|
Sergey Ulanov
2017/01/27 19:47:44
This should be kSquare (or kSquareCoordinates).
Sa
|
| + |
| +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"; |
|
Sergey Ulanov
2017/01/27 19:47:44
kPositionAttributeName
|
| + |
| +} // namespace |
| + |
| +// This is a demo screen that can be added to the renderer to test the drawable |
| +// integration. This will draw an expanding checkerboard pattern to the screen. |
| +GlDemoScreen::GlDemoScreen() : weak_factory_(this) {} |
| + |
| +GlDemoScreen::~GlDemoScreen() {} |
| + |
| +void GlDemoScreen::SetCanvas(base::WeakPtr<Canvas> 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_); |
| +} |
| + |
| +int GlDemoScreen::GetZIndex() { |
| + return Drawable::DESKTOP + 1; |
| +} |
| + |
| +bool GlDemoScreen::Draw() { |
| + if (!canvas_) { |
| + return false; |
| + } |
| + |
| + // TODO(nicholss): width and height should be dynamic based on the canvas. |
| + 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_); |
| + |
| + int skip = 0; |
| + for (int i = 0; i < width; i += square_size_) { |
| + if (skip == square_size_) { |
|
Sergey Ulanov
2017/01/27 19:47:44
This whole statement can be written as follows.
s
|
| + 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); |
| + |
| + glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, square); |
| + glEnableVertexAttribArray(aPosition); |
| + |
| + // Draw. |
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| + } |
| + } |
| + return true; |
| +} |
| + |
| +base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + return weak_factory_.GetWeakPtr(); |
| +} |
| + |
| +} // namespace remoting |