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kc3-lang/angle/samples/post_sub_buffer

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  • Author : Jamie Madill
    Date : 2020-06-11 13:31:01
    Hash : 37e6ede6
    Message : Minor cleanup to PostSubBuffer sample. We shouldn't need to query function pointers now that we're using a custom loader. Bug: angleproject:4729 Change-Id: I50f50545a2f29e16ab675afe0155700332c8f670 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2241618 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • PostSubBuffer.cpp
  • //
    // Copyright 2014 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 Simple_VertexShader.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 "texture_utils.h"
    #include "util/Matrix.h"
    #include "util/geometry_utils.h"
    #include "util/shader_utils.h"
    
    #include <cmath>
    #include <iostream>
    
    class PostSubBufferSample : public SampleApplication
    {
      public:
        PostSubBufferSample(int argc, char **argv) : SampleApplication("PostSubBuffer", argc, argv) {}
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(uniform mat4 u_mvpMatrix;
    attribute vec4 a_position;
    attribute vec2 a_texcoord;
    varying vec2 v_texcoord;
    void main()
    {
        gl_Position = u_mvpMatrix * a_position;
        v_texcoord = a_texcoord;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texcoord;
    void main()
    {
        gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord");
    
            // Get the uniform locations
            mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix");
    
            // Generate the geometry data
            GenerateCubeGeometry(0.5f, &mCube);
    
            // Set an initial rotation
            mRotation = 45.0f;
    
            // Clear the whole window surface to blue.
            glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            SampleApplication::swap();
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glCullFace(GL_BACK);
            glEnable(GL_CULL_FACE);
    
            return true;
        }
    
        void destroy() override { glDeleteProgram(mProgram); }
    
        void step(float dt, double totalTime) override
        {
            mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
    
            Matrix4 perspectiveMatrix = Matrix4::perspective(
                60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(), 1.0f, 20.0f);
    
            Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0.0f, 0.0f, -2.0f)) *
                                  Matrix4::rotate(mRotation, angle::Vector3(1.0f, 0.0f, 1.0f));
    
            Matrix4 viewMatrix = Matrix4::identity();
    
            Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix;
    
            // Load the matrices
            glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
        }
    
        void draw() override
        {
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data());
            glEnableVertexAttribArray(mPositionLoc);
    
            // Load the texcoord data
            glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data());
            glEnableVertexAttribArray(mTexcoordLoc);
    
            // Draw the cube
            glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mCube.indices.size()), GL_UNSIGNED_SHORT,
                           mCube.indices.data());
        }
    
        void swap() override
        {
            // Instead of letting the application call eglSwapBuffers, call eglPostSubBufferNV here
            // instead
            EGLint windowWidth  = static_cast<EGLint>(getWindow()->getWidth());
            EGLint windowHeight = static_cast<EGLint>(getWindow()->getHeight());
            EGLDisplay display  = getDisplay();
            EGLSurface surface  = getSurface();
            eglPostSubBufferNV(display, surface, 60, 60, windowWidth - 120, windowHeight - 120);
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexcoordLoc;
    
        // Uniform locations
        GLuint mMVPMatrixLoc;
    
        // Current rotation
        float mRotation;
    
        // Geometry data
        CubeGeometry mCube;
    };
    
    int main(int argc, char **argv)
    {
        PostSubBufferSample app(argc, argv);
        return app.run();
    }