diff options
Diffstat (limited to 'gpu/command_buffer/client/gles2_demo_cc.cc')
-rw-r--r-- | gpu/command_buffer/client/gles2_demo_cc.cc | 408 |
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(); -} |