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kc3-lang/angle/samples/multi_window

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • MultiWindow.cpp
  • //
    // Copyright (c) 2015 The ANGLE Project 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 "SampleApplication.h"
    
    #include <cmath>
    #include <algorithm>
    #include <vector>
    
    #include "Matrix.h"
    #include "random_utils.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    class MultiWindowSample : public SampleApplication
    {
      public:
        MultiWindowSample()
            : SampleApplication("MultiWindow", 256, 256)
        {
        }
    
        bool initialize() override
        {
            const std::string vs =
                R"(attribute vec4 vPosition;
                void main()
                {
                    gl_Position = vPosition;
                })";
    
            const std::string fs =
                R"(precision mediump float;
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                })";
    
            mProgram = CompileProgram(vs, fs);
            if (!mProgram)
            {
                return false;
            }
    
            // Set an initial rotation
            mRotation = 45.0f;
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            window rootWindow;
            rootWindow.osWindow = getWindow();
            rootWindow.surface = getSurface();
            mWindows.push_back(rootWindow);
    
            const size_t numWindows = 5;
            for (size_t i = 1; i < numWindows; i++)
            {
                window window;
    
                window.osWindow = CreateOSWindow();
                if (!window.osWindow->initialize("MultiWindow", 256, 256))
                {
                    return false;
                }
    
                window.surface = eglCreateWindowSurface(getDisplay(), getConfig(), window.osWindow->getNativeWindow(), nullptr);
                if (window.surface == EGL_NO_SURFACE)
                {
                    return false;
                }
    
                window.osWindow->setVisible(true);
    
                mWindows.push_back(window);
            }
    
            int baseX = rootWindow.osWindow->getX();
            int baseY = rootWindow.osWindow->getY();
            for (auto &window : mWindows)
            {
                int x      = baseX + mRNG.randomIntBetween(0, 512);
                int y      = baseY + mRNG.randomIntBetween(0, 512);
                int width  = mRNG.randomIntBetween(128, 512);
                int height = mRNG.randomIntBetween(128, 512);
                window.osWindow->setPosition(x, y);
                window.osWindow->resize(width, height);
            }
    
            return true;
        }
    
        void destroy() override { glDeleteProgram(mProgram); }
    
        void step(float dt, double totalTime) override
        {
            mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
    
            for (auto &window : mWindows)
            {
                window.osWindow->messageLoop();
            }
        }
    
        void draw() override
        {
            OSWindow* rootWindow = mWindows[0].osWindow;
            int left = rootWindow->getX();
            int right = rootWindow->getX() + rootWindow->getWidth();
            int top = rootWindow->getY();
            int bottom = rootWindow->getY() + rootWindow->getHeight();
    
            for (auto &windowRecord : mWindows)
            {
                OSWindow *window = windowRecord.osWindow;
                left = std::min(left, window->getX());
                right = std::max(right, window->getX() + window->getWidth());
                top = std::min(top, window->getY());
                bottom = std::max(bottom, window->getY() + window->getHeight());
            }
    
            float midX = (left + right) * 0.5f;
            float midY = (top + bottom) * 0.5f;
    
            Matrix4 modelMatrix = Matrix4::translate(Vector3(midX, midY, 0.0f)) *
                                  Matrix4::rotate(mRotation, Vector3(0.0f, 0.0f, 1.0f)) *
                                  Matrix4::translate(Vector3(-midX, -midY, 0.0f));
            Matrix4 viewMatrix = Matrix4::identity();
    
            for (auto &windowRecord : mWindows)
            {
                OSWindow *window   = windowRecord.osWindow;
                EGLSurface surface = windowRecord.surface;
    
                eglMakeCurrent(getDisplay(), surface, surface, getContext());
    
                Matrix4 orthoMatrix = Matrix4::ortho(static_cast<float>(window->getX()), static_cast<float>(window->getX() + window->getWidth()),
                                                     static_cast<float>(window->getY() + window->getHeight()), static_cast<float>(window->getY()),
                                                     0.0f, 1.0f);
                Matrix4 mvpMatrix = orthoMatrix * viewMatrix * modelMatrix;
    
                Vector3 vertices[] =
                {
                    Matrix4::transform(mvpMatrix, Vector4(midX, static_cast<float>(top), 0.0f, 1.0f)),
                    Matrix4::transform(mvpMatrix, Vector4(static_cast<float>(left), static_cast<float>(bottom), 0.0f, 1.0f)),
                    Matrix4::transform(mvpMatrix, Vector4(static_cast<float>(right), static_cast<float>(bottom), 0.0f, 1.0f)),
                };
    
                // Set the viewport
                glViewport(0, 0, window->getWidth(), window->getHeight());
    
                // Clear the color buffer
                glClear(GL_COLOR_BUFFER_BIT);
    
                // Use the program object
                glUseProgram(mProgram);
    
                // Load the vertex data
                glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices[0].data());
                glEnableVertexAttribArray(0);
    
                glDrawArrays(GL_TRIANGLES, 0, 3);
    
                eglSwapBuffers(getDisplay(), surface);
            }
        }
    
        // Override swap to do nothing as we already swapped the root
        // window in draw() and swapping another time would invalidate
        // the content of the default framebuffer.
        void swap() override {}
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Current rotation
        float mRotation;
    
        // Window and surface data
        struct window
        {
            OSWindow* osWindow;
            EGLSurface surface;
        };
        std::vector<window> mWindows;
    
        RNG mRNG;
    };
    
    int main(int argc, char **argv)
    {
        MultiWindowSample app;
        return app.run();
    }