Files
godot-angle-static/samples/multi_window/MultiWindow.cpp
Corentin Wallez 642488e5f3 Poll all windows in the multi window sample
On Linux all windows are polled separately contrary to windows in which
the callback is used on all windows.

BUG=angleproject:892

Change-Id: Ib1538f12ab2fa1864d29c91b9c5bfc2204cd1fa7
Reviewed-on: https://chromium-review.googlesource.com/272945
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
2015-05-25 15:04:52 +00:00

192 lines
5.7 KiB
C++

//
// Copyright (c) 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 "Matrix.h"
#include "SampleApplication.h"
#include "random_utils.h"
#include "shader_utils.h"
#include <vector>
#include <algorithm>
class MultiWindowSample : public SampleApplication
{
public:
MultiWindowSample()
: SampleApplication("MultiWindow", 256, 256)
{
}
virtual bool initialize()
{
const std::string vs = SHADER_SOURCE
(
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
);
mProgram = CompileProgram(vs, fs);
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 = CreateOSWindow();
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);
}
for (size_t i = 1; i < mWindows.size(); i++)
{
int x = rootWindow.osWindow->getX() + static_cast<int>(RandomBetween(0, 512));
int y = rootWindow.osWindow->getY() + static_cast<int>(RandomBetween(0, 512));
int width = static_cast<int>(RandomBetween(128, 512));
int height = static_cast<int>(RandomBetween(128, 512));
mWindows[i].osWindow->setPosition(x, y);
mWindows[i].osWindow->resize(width, height);
}
return true;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
}
virtual void step(float dt, double totalTime)
{
mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
for (size_t i = 1; i < mWindows.size(); i++)
{
mWindows[i].osWindow->messageLoop();
}
}
virtual void draw()
{
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 (size_t i = 1; i < mWindows.size(); i++)
{
OSWindow* window = mWindows[i].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 (size_t i = 0; i < mWindows.size(); i++)
{
OSWindow* window = mWindows[i].osWindow;
EGLSurface surface = mWindows[i].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);
}
}
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;
};
int main(int argc, char **argv)
{
MultiWindowSample app;
return app.run();
}