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// Copyright (c) 2009 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 is a simple example that draws a single triangle with
// a minimal vertex/fragment shader. The purpose of this
// example is to demonstrate the basic concepts of
// OpenGL ES 2.0 rendering.
#include "gpu/demos/app_framework/application.h"
#include "third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h"
namespace gpu_demos {
class SimpleVertexShader : public Application {
public:
SimpleVertexShader();
~SimpleVertexShader();
bool Init();
protected:
virtual void Draw();
private:
ESContext context_;
SVSUserData user_data_;
DISALLOW_COPY_AND_ASSIGN(SimpleVertexShader);
};
SimpleVertexShader::SimpleVertexShader() {
esInitContext(&context_);
memset(&user_data_, 0, sizeof(SVSUserData));
context_.userData = &user_data_;
}
SimpleVertexShader::~SimpleVertexShader() {
svsShutDown(&context_);
}
bool SimpleVertexShader::Init() {
if (!Application::InitRenderContext()) return false;
context_.width = width();
context_.height = height();
if (!svsInit(&context_)) return false;
svsUpdate(&context_, 0.0f);
return true;
}
void SimpleVertexShader::Draw() {
svsDraw(&context_);
}
} // namespace gpu_demos
int main(int argc, char *argv[]) {
gpu_demos::SimpleVertexShader app;
if (!app.Init()) {
printf("Could not init.\n");
return EXIT_FAILURE;
}
app.MainLoop();
return EXIT_SUCCESS;
}
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