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 |
deleted file mode 100644 |
index 4bb01679a3576d714a0e16e3d339bd71427fc797..0000000000000000000000000000000000000000 |
--- a/remoting/client/ios/display/gl_demo_screen.mm |
+++ /dev/null |
@@ -1,115 +0,0 @@ |
-// 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}; |
- |
-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"; |
- |
-} // 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_) { |
- 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 false; |
-} |
- |
-base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() { |
- DCHECK(thread_checker_.CalledOnValidThread()); |
- return weak_factory_.GetWeakPtr(); |
-} |
- |
-} // namespace remoting |