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// Copyright (c) 2010 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 an example that demonstrates the three texture
// wrap modes available on 2D textures.
#include "gpu/demos/app_framework/application.h"
#include "third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.h"
namespace gpu_demos {
class TextureWrap : public Application {
public:
TextureWrap();
~TextureWrap();
bool Init();
protected:
virtual void Draw(float elapsed_sec);
private:
ESContext context_;
TWUserData user_data_;
DISALLOW_COPY_AND_ASSIGN(TextureWrap);
};
TextureWrap::TextureWrap() {
esInitContext(&context_);
memset(&user_data_, 0, sizeof(TWUserData));
context_.userData = &user_data_;
}
TextureWrap::~TextureWrap() {
twShutDown(&context_);
}
bool TextureWrap::Init() {
if (!Application::InitRenderContext()) return false;
context_.width = width();
context_.height = height();
if (!twInit(&context_)) return false;
return true;
}
void TextureWrap::Draw(float /*elapsed_sec*/) {
twDraw(&context_);
}
} // namespace gpu_demos
int main(int argc, char *argv[]) {
gpu_demos::TextureWrap app;
if (!app.Init()) {
printf("Could not init.\n");
return EXIT_FAILURE;
}
app.MainLoop();
return EXIT_SUCCESS;
}
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