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 |