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Side by Side Diff: remoting/client/ios/display/gl_demo_screen.mm

Issue 2871993003: Moving the iOS directory to be remoting top level. (Closed)
Patch Set: //remoting/ios was the old landing target for the internal iOS application. Fix. Created 3 years, 7 months ago
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1 // Copyright 2017 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "remoting/client/ios/display/gl_demo_screen.h"
6
7 #include "base/logging.h"
8 #include "remoting/client/display/canvas.h"
9 #include "remoting/client/display/gl_math.h"
10
11 namespace remoting {
12
13 namespace {
14
15 const GLfloat square[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0};
16
17 const GLchar* fragmentShaderSource =
18 "precision mediump float;"
19 "void main() {"
20 " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
21 "} ";
22
23 const GLchar* vertexShaderSource =
24 "precision mediump float;"
25 "attribute vec4 a_position;"
26 "void main() {"
27 " gl_Position = a_position;"
28 "}";
29
30 const GLchar* a_position = "a_position";
31
32 } // namespace
33
34 // This is a demo screen that can be added to the renderer to test the drawable
35 // integration. This will draw an expanding checkerboard pattern to the screen.
36 GlDemoScreen::GlDemoScreen() : weak_factory_(this) {}
37
38 GlDemoScreen::~GlDemoScreen() {}
39
40 void GlDemoScreen::SetCanvas(base::WeakPtr<Canvas> canvas) {
41 canvas_ = canvas;
42
43 // Create and compile vertex shader.
44 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
45 glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
46 glCompileShader(vertexShader);
47
48 // Create and compile fragment shader.
49 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
50 glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
51 glCompileShader(fragmentShader);
52
53 // Create and link program.
54 program_ = glCreateProgram();
55 glAttachShader(program_, vertexShader);
56 glAttachShader(program_, fragmentShader);
57 glLinkProgram(program_);
58 }
59
60 int GlDemoScreen::GetZIndex() {
61 return Drawable::DESKTOP + 1;
62 }
63
64 bool GlDemoScreen::Draw() {
65 if (!canvas_) {
66 return false;
67 }
68
69 // TODO(nicholss): width and height should be dynamic based on the canvas.
70 int width = 640;
71 int height = 1024;
72 square_size_++;
73 if (square_size_ > 300) {
74 square_size_ = 1;
75 }
76
77 // Set the viewport.
78 glViewport(0, 0, width, height);
79
80 // Clear.
81 glClearColor(0, 1, 0, 1);
82 glClear(GL_COLOR_BUFFER_BIT);
83
84 // Use program.
85 glUseProgram(program_);
86
87 int skip = 0;
88 for (int i = 0; i < width; i += square_size_) {
89 if (skip == square_size_) {
90 skip = 0;
91 } else {
92 skip = square_size_;
93 }
94 for (int j = skip; j < height; j += square_size_ * 2) {
95 glViewport(i, j, square_size_, square_size_);
96
97 // Send geometry to vertex shader.
98 GLuint aPosition = glGetAttribLocation(program_, a_position);
99
100 glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, square);
101 glEnableVertexAttribArray(aPosition);
102
103 // Draw.
104 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
105 }
106 }
107 return false;
108 }
109
110 base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() {
111 DCHECK(thread_checker_.CalledOnValidThread());
112 return weak_factory_.GetWeakPtr();
113 }
114
115 } // namespace remoting
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