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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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