blob: db549817b73e4d2bb5170b8094fabd112af36733 [file] [log] [blame]
// Copyright 2017 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.
#include "remoting/client/ios/display/gl_demo_screen.h"
#include "base/logging.h"
#include "remoting/client/display/canvas.h"
#include "remoting/client/display/gl_math.h"
namespace remoting {
namespace {
const GLfloat square[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0};
const GLchar* fragmentShaderSource =
"precision mediump float;"
"void main() {"
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
"} ";
const GLchar* vertexShaderSource =
"precision mediump float;"
"attribute vec4 a_position;"
"void main() {"
" gl_Position = a_position;"
"}";
const GLchar* a_position = "a_position";
} // namespace
// This is a demo screen that can be added to the renderer to test the drawable
// integration. This will draw an expanding checkerboard pattern to the screen.
GlDemoScreen::GlDemoScreen() : weak_factory_(this) {}
GlDemoScreen::~GlDemoScreen() {}
void GlDemoScreen::SetCanvas(base::WeakPtr<Canvas> canvas) {
canvas_ = canvas;
// Create and compile vertex shader.
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Create and compile fragment shader.
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Create and link program.
program_ = glCreateProgram();
glAttachShader(program_, vertexShader);
glAttachShader(program_, fragmentShader);
glLinkProgram(program_);
}
int GlDemoScreen::GetZIndex() {
return Drawable::DESKTOP + 1;
}
bool GlDemoScreen::Draw() {
if (!canvas_) {
return false;
}
// TODO(nicholss): width and height should be dynamic based on the canvas.
int width = 640;
int height = 1024;
square_size_++;
if (square_size_ > 300) {
square_size_ = 1;
}
// Set the viewport.
glViewport(0, 0, width, height);
// Clear.
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Use program.
glUseProgram(program_);
int skip = 0;
for (int i = 0; i < width; i += square_size_) {
if (skip == square_size_) {
skip = 0;
} else {
skip = square_size_;
}
for (int j = skip; j < height; j += square_size_ * 2) {
glViewport(i, j, square_size_, square_size_);
// Send geometry to vertex shader.
GLuint aPosition = glGetAttribLocation(program_, a_position);
glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, square);
glEnableVertexAttribArray(aPosition);
// Draw.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
return true;
}
base::WeakPtr<Drawable> GlDemoScreen::GetWeakPtr() {
DCHECK(thread_checker_.CalledOnValidThread());
return weak_factory_.GetWeakPtr();
}
} // namespace remoting