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Diffstat (limited to 'gpu/command_buffer/client/gles2_demo_cc.cc')
-rw-r--r--gpu/command_buffer/client/gles2_demo_cc.cc408
1 files changed, 0 insertions, 408 deletions
diff --git a/gpu/command_buffer/client/gles2_demo_cc.cc b/gpu/command_buffer/client/gles2_demo_cc.cc
deleted file mode 100644
index 80837ea..0000000
--- a/gpu/command_buffer/client/gles2_demo_cc.cc
+++ /dev/null
@@ -1,408 +0,0 @@
-// Copyright (c) 2011 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.
-
-// This file is here so other GLES2 related files can have a common set of
-// includes where appropriate.
-
-#include "../client/gles2_demo_cc.h"
-#include "../common/logging.h"
-
-#include <math.h>
-#include <string>
-
-// This is here so we have at least some idea that the inline path is working.
-#define GLES2_INLINE_OPTIMIZATION
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#include "../common/logging.h"
-
-namespace {
-
-int g_frameCount = 0;
-int g_textureIndex = 0;
-int g_numTextures = 1;
-GLuint g_textures[5];
-int g_textureLoc = -1;
-GLuint g_programObject = 0;
-GLuint g_worldMatrixLoc = 0;
-GLuint g_vbo = 0;
-GLsizei g_texCoordOffset = 0;
-int g_angle = 0;
-
-void CheckGLError(const char* func_name, int line_no) {
-#ifndef NDEBUG
- GLenum error = GL_NO_ERROR;
- while ((error = glGetError()) != GL_NO_ERROR) {
- GPU_DLOG(gpu::ERROR) << "GL Error in " << func_name << " at line "
- << line_no << ": " << error;
- }
-#endif
-}
-
-GLuint LoadShader(GLenum type, const char* shaderSrc) {
- CheckGLError("LoadShader", __LINE__);
- GLuint shader = glCreateShader(type);
- if (shader == 0) {
- return 0;
- }
- // Load the shader source
- glShaderSource(shader, 1, &shaderSrc, NULL);
- // Compile the shader
- glCompileShader(shader);
- // Check the compile status
- GLint value = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
- if (value == 0) {
- char buffer[1024];
- GLsizei length = 0;
- glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer);
- std::string log(buffer, length);
- GPU_DLOG(gpu::ERROR) << "Error compiling shader:" << log;
- glDeleteShader(shader);
- return 0;
- }
- return shader;
-}
-
-void InitShaders() {
- static const char* vShaderStr =
- "uniform mat4 worldMatrix;\n"
- "attribute vec3 g_Position;\n"
- "attribute vec2 g_TexCoord0;\n"
- "varying vec2 texCoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = worldMatrix *\n"
- " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
- " texCoord = g_TexCoord0;\n"
- "}\n";
- static const char* fShaderStr =
- "precision mediump float;"
- "uniform sampler2D tex;\n"
- "varying vec2 texCoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = texture2D(tex, texCoord);\n"
- "}\n";
-
- CheckGLError("InitShaders", __LINE__);
- GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr);
- GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr);
- // Create the program object
- GLuint programObject = glCreateProgram();
- if (programObject == 0) {
- GPU_DLOG(gpu::ERROR) << "Creating program failed";
- return;
- }
- glAttachShader(programObject, vertexShader);
- glAttachShader(programObject, fragmentShader);
- // Bind g_Position to attribute 0
- // Bind g_TexCoord0 to attribute 1
- glBindAttribLocation(programObject, 0, "g_Position");
- glBindAttribLocation(programObject, 1, "g_TexCoord0");
- // Link the program
- glLinkProgram(programObject);
- // Check the link status
- GLint linked = 0;
- glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
- if (linked == 0) {
- char buffer[1024];
- GLsizei length = 0;
- glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer);
- std::string log(buffer, length);
- GPU_DLOG(gpu::ERROR) << "Error linking program:" << log;
- glDeleteProgram(programObject);
- return;
- }
- g_programObject = programObject;
- g_worldMatrixLoc = glGetUniformLocation(g_programObject, "worldMatrix");
- g_textureLoc = glGetUniformLocation(g_programObject, "tex");
- glGenBuffers(1, &g_vbo);
- glBindBuffer(GL_ARRAY_BUFFER, g_vbo);
- static float vertices[] = {
- 0.25, 0.75, 0.0,
- -0.75, 0.75, 0.0,
- -0.75, -0.25, 0.0,
- 0.25, 0.75, 0.0,
- -0.75, -0.25, 0.0,
- 0.25, -0.25, 0.0,
- };
- static float texCoords[] = {
- 1.0, 1.0,
- 0.0, 1.0,
- 0.0, 0.0,
- 1.0, 1.0,
- 0.0, 0.0,
- 1.0, 0.0,
- };
- g_texCoordOffset = sizeof(vertices);
- glBufferData(GL_ARRAY_BUFFER,
- sizeof(vertices) + sizeof(texCoords),
- NULL,
- GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
- glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset,
- sizeof(texCoords), texCoords);
- CheckGLError("InitShaders", __LINE__);
-}
-
-GLuint CreateCheckerboardTexture() {
- CheckGLError("CreateCheckerboardTexture", __LINE__);
- static unsigned char pixels[] = {
- 255, 255, 255,
- 0, 0, 0,
- 0, 0, 0,
- 255, 255, 255,
- };
- GLuint texture;
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
- pixels);
- CheckGLError("CreateCheckerboardTexture", __LINE__);
- return texture;
-}
-
-GLuint CreateCompressedTexture(
- const void* data,
- GLsizeiptr size,
- GLenum format,
- GLint width,
- GLint height) {
- GLuint texture;
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glCompressedTexImage2D(
- GL_TEXTURE_2D, 0, format, width, height, 0, size, data);
- CheckGLError("CreateCompressedTxture", __LINE__);
- return texture;
-}
-
-GLuint LoadDXT1RGBTexture() {
- static unsigned char data[] = {
- 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5,
- 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55,
- 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55,
- 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d,
- 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15,
- 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56,
- 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55,
- 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54,
- 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5,
- 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16,
- 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03,
- 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff,
- 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55,
- 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00,
- 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55,
- 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55,
- };
- return CreateCompressedTexture(
- data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16);
-}
-
-GLuint LoadDXT1RGBATexture() {
- static unsigned char data[] = {
- 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55,
- 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff,
- 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff,
- 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03,
- 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00,
- 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff,
- 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00,
- 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00,
- 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
- 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00,
- 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00,
- 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
- 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa,
- 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
- 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
- };
- return CreateCompressedTexture(
- data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16);
-}
-
-GLuint LoadDXT3RGBATexture() {
- static unsigned char data[] = {
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
- 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
- 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff,
- 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00,
- 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00,
- 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54,
- 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
- 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00,
- 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
- 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00,
- 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40,
- 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94,
- 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00,
- 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
- 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff,
- 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
- 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
- };
- return CreateCompressedTexture(
- data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16);
-}
-
-GLuint LoadDXT5RGBATexture() {
- static unsigned char data[] = {
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
- 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb,
- 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0,
- 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb,
- 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78,
- 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff,
- 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14,
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
- 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb,
- 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
- 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24,
- 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78,
- 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff,
- 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35,
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
- 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b,
- 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
- 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24,
- 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78,
- 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24,
- 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
- 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00,
- 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0,
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78,
- 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
- };
- return CreateCompressedTexture(
- data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16);
-}
-
-} // anonymous namespace.
-
-void GLFromCPPInit() {
- CheckGLError("GLFromCPPInit", __LINE__);
- g_textures[0] = CreateCheckerboardTexture();
- glClearColor(0.f, 0.f, .7f, 1.f);
- const char* extensions =
- reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
- if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) {
- g_textures[g_numTextures++] = LoadDXT1RGBTexture();
- g_textures[g_numTextures++] = LoadDXT1RGBATexture();
- }
- if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) {
- g_textures[g_numTextures++] = LoadDXT3RGBATexture();
- }
- if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) {
- g_textures[g_numTextures++] = LoadDXT5RGBATexture();
- }
- InitShaders();
- CheckGLError("GLFromCPPInit", __LINE__);
-
- char buf[128];
- glReadPixels(0, 0, 1, 1, 0, 0, buf);
- CheckGLError("GLFromCPPInit:ReadPixels", __LINE__);
-}
-
-void GLFromCPPDraw() {
- const float kPi = 3.1415926535897932384626433832795f;
-
- CheckGLError("GLFromCPPDraw", __LINE__);
- // TODO(kbr): base the angle on time rather than on ticks
- g_angle = (g_angle + 1) % 360;
- // Rotate about the Z axis
- GLfloat rot_matrix[16];
- GLfloat cos_angle = cosf(static_cast<GLfloat>(g_angle) * kPi / 180.0f);
- GLfloat sin_angle = sinf(static_cast<GLfloat>(g_angle) * kPi / 180.0f);
- // OpenGL matrices are column-major
- rot_matrix[0] = cos_angle;
- rot_matrix[1] = sin_angle;
- rot_matrix[2] = 0.0f;
- rot_matrix[3] = 0.0f;
-
- rot_matrix[4] = -sin_angle;
- rot_matrix[5] = cos_angle;
- rot_matrix[6] = 0.0f;
- rot_matrix[7] = 0.0f;
-
- rot_matrix[8] = 0.0f;
- rot_matrix[9] = 0.0f;
- rot_matrix[10] = 1.0f;
- rot_matrix[11] = 0.0f;
-
- rot_matrix[12] = 0.0f;
- rot_matrix[13] = 0.0f;
- rot_matrix[14] = 0.0f;
- rot_matrix[15] = 1.0f;
-
- g_frameCount++;
- if (g_frameCount > 60)
- {
- g_frameCount = 0;
- g_textureIndex = (g_textureIndex + 1) % g_numTextures;
- }
-
- // Note: the viewport is automatically set up to cover the entire Canvas.
- // Clear the color buffer
- glClear(GL_COLOR_BUFFER_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- CheckGLError("GLFromCPPDraw", __LINE__);
- // Use the program object
- glUseProgram(g_programObject);
- CheckGLError("GLFromCPPDraw", __LINE__);
- // Set up the model matrix
- glUniformMatrix4fv(g_worldMatrixLoc, 1, GL_FALSE, rot_matrix);
-
- // Load the vertex data
- glBindBuffer(GL_ARRAY_BUFFER, g_vbo);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
- reinterpret_cast<const void*>(g_texCoordOffset));
- CheckGLError("GLFromCPPDraw", __LINE__);
- // Bind the texture to texture unit 0
- glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]);
- CheckGLError("GLFromCPPDraw", __LINE__);
- // Point the uniform sampler to texture unit 0
- glUniform1i(g_textureLoc, 0);
- CheckGLError("GLFromCPPDraw", __LINE__);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- CheckGLError("GLFromCPPDraw", __LINE__);
- glFlush();
-}