| 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
|
|
|