Hash :
ba319ba3
Author :
Date :
2018-12-29T10:29:33
Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2018 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.
//
// Based on Hello_Triangle.c from
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
#include "SampleApplication.h"
#include <algorithm>
#include "util/gles_loader_autogen.h"
class FlatShadingSample : public SampleApplication
{
public:
FlatShadingSample(int argc, char **argv)
: SampleApplication("FlatShadingSample", argc, argv, 1, 0)
{}
bool initialize() override
{
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
mRotDeg = 0.0f;
return true;
}
void draw() override
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat vertices[] = {
-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f,
0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f,
};
GLfloat colors[] = {
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
};
GLuint indices[] = {
0, 1, 2, 2, 3, 0,
4, 1, 0, 4, 2, 1, 4, 3, 2, 4, 0, 3,
};
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_FLOAT, 0, colors);
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < 6; j++)
{
if ((i + j * 6) % 2 == 0)
{
glShadeModel(GL_FLAT);
}
else
{
glShadeModel(GL_SMOOTH);
}
glPushMatrix();
glTranslatef(-0.7f + i * 0.3f, -0.7f + j * 0.3f, 0.0f);
glRotatef(mRotDeg + (5.0f * (6.0f * i + j)), 0.0f, 1.0f, 0.0f);
glRotatef(20.0f + (10.0f * (6.0f * i + j)), 1.0f, 0.0f, 0.0f);
GLfloat scale = 0.2f;
glScalef(scale, scale, scale);
glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(GLuint), GL_UNSIGNED_INT,
indices);
glPopMatrix();
}
}
mRotDeg += 0.1f;
}
private:
float mRotDeg = 0.0f;
};
int main(int argc, char **argv)
{
FlatShadingSample app(argc, argv);
return app.run();
}