Edit

kc3-lang/angle/samples/multi_window

Branch :

  • Show log

    Commit

  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • MultiWindow.cpp
  • //
    // Copyright 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 <algorithm>
    #include <cmath>
    #include <vector>
    
    #include "util/Matrix.h"
    #include "util/random_utils.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    class MultiWindowSample : public SampleApplication
    {
      public:
        MultiWindowSample(int argc, char **argv)
            : SampleApplication("MultiWindow", argc, argv, 2, 0, 256, 256)
        {}
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(attribute vec4 vPosition;
    void main()
    {
        gl_Position = vPosition;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    void main()
    {
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            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 = OSWindow::New();
                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(argc, argv);
        return app.run();
    }