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Unified 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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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
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