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https://github.com/godotengine/godot-angle-static.git
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Move all GLES samples into the samples directory.
There was no real reason to keep them in an angle directory and it makes the generated projects nicer. BUG=angleproject:981 Change-Id: I844e44dc5c2df51f5292cff4bdffe5e951745aae Reviewed-on: https://chromium-review.googlesource.com/266871 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
176
samples/post_sub_buffer/PostSubBuffer.cpp
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176
samples/post_sub_buffer/PostSubBuffer.cpp
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//
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// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on Simple_VertexShader.c from
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// Book: OpenGL(R) ES 2.0 Programming Guide
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// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
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// ISBN-10: 0321502795
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// ISBN-13: 9780321502797
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// Publisher: Addison-Wesley Professional
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// URLs: http://safari.informit.com/9780321563835
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// http://www.opengles-book.com
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#include "SampleApplication.h"
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#include "shader_utils.h"
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#include "texture_utils.h"
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#include "geometry_utils.h"
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#include "Vector.h"
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#include "Matrix.h"
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#include <iostream>
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class PostSubBufferSample : public SampleApplication
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{
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public:
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PostSubBufferSample::PostSubBufferSample()
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: SampleApplication("PostSubBuffer", 1280, 720)
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{
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}
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virtual bool initialize()
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{
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mPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC)eglGetProcAddress("eglPostSubBufferNV");
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if (!mPostSubBufferNV)
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{
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std::cerr << "Could not load eglPostSubBufferNV.";
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return false;
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}
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const std::string vs = SHADER_SOURCE
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(
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uniform mat4 u_mvpMatrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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varying vec2 v_texcoord;
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void main()
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{
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gl_Position = u_mvpMatrix * a_position;
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v_texcoord = a_texcoord;
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}
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);
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const std::string fs = SHADER_SOURCE
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(
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precision mediump float;
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varying vec2 v_texcoord;
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void main()
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{
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gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0);
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}
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);
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mProgram = CompileProgram(vs, fs);
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if (!mProgram)
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{
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return false;
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}
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// Get the attribute locations
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mPositionLoc = glGetAttribLocation(mProgram, "a_position");
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mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord");
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// Get the uniform locations
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mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix");
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// Generate the geometry data
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GenerateCubeGeometry(0.5f, &mCube);
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// Set an initial rotation
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mRotation = 45.0f;
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// Clear the whole window surface to blue.
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glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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SampleApplication::swap();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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return true;
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}
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virtual void destroy()
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{
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glDeleteProgram(mProgram);
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}
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virtual void step(float dt, double totalTime)
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{
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mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
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Matrix4 perspectiveMatrix = Matrix4::perspective(60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(),
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1.0f, 20.0f);
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Matrix4 modelMatrix = Matrix4::translate(Vector3(0.0f, 0.0f, -2.0f)) *
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Matrix4::rotate(mRotation, Vector3(1.0f, 0.0f, 1.0f));
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Matrix4 viewMatrix = Matrix4::identity();
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Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix;
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// Load the matrices
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glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
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}
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virtual void draw()
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{
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// Set the viewport
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glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(mProgram);
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// Load the vertex position
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glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data());
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glEnableVertexAttribArray(mPositionLoc);
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// Load the texcoord data
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glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data());
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glEnableVertexAttribArray(mTexcoordLoc);
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// Draw the cube
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glDrawElements(GL_TRIANGLES, mCube.indices.size(), GL_UNSIGNED_SHORT, mCube.indices.data());
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}
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virtual void swap()
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{
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// Instead of letting the application call eglSwapBuffers, call eglPostSubBufferNV here instead
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size_t windowWidth = getWindow()->getWidth();
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size_t windowHeight = getWindow()->getHeight();
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EGLDisplay display = getDisplay();
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EGLSurface surface = getSurface();
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mPostSubBufferNV(display, surface, 60, 60, windowWidth - 120, windowHeight - 120);
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}
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private:
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// Handle to a program object
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GLuint mProgram;
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// Attribute locations
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GLint mPositionLoc;
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GLint mTexcoordLoc;
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// Uniform locations
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GLuint mMVPMatrixLoc;
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// Current rotation
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float mRotation;
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// Geometry data
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CubeGeometry mCube;
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// eglPostSubBufferNV entry point
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PFNEGLPOSTSUBBUFFERNVPROC mPostSubBufferNV;
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};
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int main(int argc, char **argv)
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{
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PostSubBufferSample app;
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return app.run();
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}
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