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Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
168 lines
4.8 KiB
C++
168 lines
4.8 KiB
C++
//
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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 "texture_utils.h"
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#include "util/Matrix.h"
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#include "util/geometry_utils.h"
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#include "util/shader_utils.h"
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#include <cmath>
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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(int argc, char **argv) : SampleApplication("PostSubBuffer", argc, argv) {}
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bool initialize() override
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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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constexpr char kVS[] = R"(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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constexpr char kFS[] = R"(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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mProgram = CompileProgram(kVS, kFS);
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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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void destroy() override { glDeleteProgram(mProgram); }
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void step(float dt, double totalTime) override
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{
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mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
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Matrix4 perspectiveMatrix = Matrix4::perspective(
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60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(), 1.0f, 20.0f);
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Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0.0f, 0.0f, -2.0f)) *
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Matrix4::rotate(mRotation, angle::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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void draw() override
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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, static_cast<GLsizei>(mCube.indices.size()), GL_UNSIGNED_SHORT,
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mCube.indices.data());
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}
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void swap() override
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{
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// Instead of letting the application call eglSwapBuffers, call eglPostSubBufferNV here
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// instead
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EGLint windowWidth = static_cast<EGLint>(getWindow()->getWidth());
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EGLint windowHeight = static_cast<EGLint>(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(argc, argv);
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return app.run();
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}
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