Refactor test shader style.

This change enforces a lot more consistency. We pass const char * to
the Compile functions instead of std::string. Also fixes the
indentation of C++11 block comments to be more consistent.

Bug: angleproject:2995
Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78
Reviewed-on: https://chromium-review.googlesource.com/c/1357103
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
This commit is contained in:
Jamie Madill
2018-12-02 12:03:33 -05:00
committed by Commit Bot
parent 4abdf74f0a
commit 35cd7332ab
112 changed files with 4345 additions and 4813 deletions

View File

@@ -13,11 +13,11 @@
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
#include "Matrix.h"
#include "SampleApplication.h"
#include "geometry_utils.h"
#include "shader_utils.h"
#include "texture_utils.h"
#include "geometry_utils.h"
#include "Matrix.h"
#include <cmath>
#include <iostream>
@@ -27,7 +27,7 @@ class PostSubBufferSample : public SampleApplication
public:
PostSubBufferSample(int argc, char **argv) : SampleApplication("PostSubBuffer", argc, argv) {}
virtual bool initialize()
bool initialize() override
{
mPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC)eglGetProcAddress("eglPostSubBufferNV");
if (!mPostSubBufferNV)
@@ -36,26 +36,24 @@ class PostSubBufferSample : public SampleApplication
return false;
}
const std::string vs =
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 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;
})";
const std::string fs =
R"(precision mediump float;
varying vec2 v_texcoord;
void main()
{
gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0);
})";
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(vs, fs);
mProgram = CompileProgram(kVS, kFS);
if (!mProgram)
{
return false;
@@ -86,17 +84,14 @@ class PostSubBufferSample : public SampleApplication
return true;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
}
void destroy() override { glDeleteProgram(mProgram); }
virtual void step(float dt, double totalTime)
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 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));
@@ -109,7 +104,7 @@ class PostSubBufferSample : public SampleApplication
glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
}
virtual void draw()
void draw() override
{
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
@@ -133,13 +128,14 @@ class PostSubBufferSample : public SampleApplication
mCube.indices.data());
}
virtual void swap()
void swap() override
{
// Instead of letting the application call eglSwapBuffers, call eglPostSubBufferNV here instead
// 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();
EGLDisplay display = getDisplay();
EGLSurface surface = getSurface();
mPostSubBufferNV(display, surface, 60, 60, windowWidth - 120, windowHeight - 120);
}