Make use of CreateWebUIForRenderManager (doesn't change the actual behavior)
[chromium-blink-merge.git] / gpu / demos / occlusion_query / occlusion_query.cc
blob4cab2e823eecc8c8f415cb14a27938b39f1eb456
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 #include <GLES2/gl2.h>
5 #include <GLES2/gl2ext.h>
6 #include <math.h>
7 #include <stdio.h>
8 #include <string>
10 // Some tests for occlusion queries.
11 #include "gpu/demos/framework/demo_factory.h"
12 #include "gpu/demos/gles2_book/example.h"
14 namespace gpu {
15 namespace demos {
17 namespace {
19 class OcclusionQueryTest;
21 struct STUserData {
22 OcclusionQueryTest* demo;
25 class OcclusionQueryTest : public gles2_book::Example<STUserData> {
26 public:
27 OcclusionQueryTest()
28 : elasped_sec_(0),
29 program_(0),
30 matrix_loc_(0),
31 color_loc_(0),
32 vbo_(0),
33 query_(0),
34 clock_(0),
35 last_query_status_(0) {
36 test_ = this;
37 RegisterCallbacks(stInit, stUpdate, stDraw, stShutDown);
40 const wchar_t* Title() const {
41 return L"Occlusion Query Test";
44 bool IsAnimated() {
45 return true;
48 private:
49 int Init(ESContext* esContext);
50 void Update(ESContext* esContext, float elapsed_sec);
51 void Draw(ESContext* esContext);
52 void ShutDown(ESContext* esContext);
54 void InitShaders();
55 void DrawRect(float x, float z, float scale, float* color);
57 static int stInit(ESContext* esContext) {
58 static_cast<STUserData*>(esContext->userData)->demo = test_;
59 test_ = NULL;
60 return static_cast<STUserData*>(esContext->userData)->demo->Init(esContext);
63 static void stUpdate (ESContext* esContext, float elapsed_sec) {
64 static_cast<STUserData*>(esContext->userData)->demo->Update(
65 esContext, elapsed_sec);
68 static void stShutDown (ESContext* esContext) {
69 static_cast<STUserData*>(esContext->userData)->demo->ShutDown(
70 esContext);
73 static void stDraw (ESContext* esContext) {
74 static_cast<STUserData*>(esContext->userData)->demo->Draw(
75 esContext);
78 // This is the test being created. Because the GLES2 book's framework
79 // has no way to pass anything into the init funciton this is a hacky
80 // workaround.
81 static OcclusionQueryTest* test_;
83 float elasped_sec_;
84 GLuint program_;
85 GLint matrix_loc_;
86 GLint color_loc_;
87 GLuint vbo_;
88 GLuint query_;
89 float clock_;
90 GLuint last_query_status_;
92 static float red_[4];
93 static float green_[4];
94 static float blue_[4];
97 OcclusionQueryTest* OcclusionQueryTest::test_;
98 float OcclusionQueryTest::red_[4] = { 1, 0, 0, 1, };
99 float OcclusionQueryTest::green_[4] = { 0, 1, 0, 1, };
100 float OcclusionQueryTest::blue_[4] = { 0, 0, 1, 1, };
102 void CheckGLError(const char* func_name, int line_no) {
103 #ifndef NDEBUG
104 GLenum error = GL_NO_ERROR;
105 while ((error = glGetError()) != GL_NO_ERROR) {
106 fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n",
107 func_name, line_no, error);
109 #endif
112 GLuint LoadShader(GLenum type, const char* shaderSrc) {
113 CheckGLError("LoadShader", __LINE__);
114 GLuint shader = glCreateShader(type);
115 if (shader == 0) {
116 return 0;
118 // Load the shader source
119 glShaderSource(shader, 1, &shaderSrc, NULL);
120 // Compile the shader
121 glCompileShader(shader);
122 // Check the compile status
123 GLint value = 0;
124 glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
125 if (value == 0) {
126 char buffer[1024];
127 GLsizei length = 0;
128 glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer);
129 std::string log(buffer, length);
130 fprintf(stderr, "Error compiling shader: %s\n", log.c_str());
131 glDeleteShader(shader);
132 return 0;
134 return shader;
137 void OcclusionQueryTest::InitShaders() {
138 static const char* v_shader_str =
139 "uniform mat4 worldMatrix;\n"
140 "attribute vec3 g_Position;\n"
141 "void main()\n"
142 "{\n"
143 " gl_Position = worldMatrix *\n"
144 " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
145 "}\n";
146 static const char* f_shader_str =
147 "precision mediump float;"
148 "uniform vec4 color;\n"
149 "void main()\n"
150 "{\n"
151 " gl_FragColor = color;\n"
152 "}\n";
154 CheckGLError("InitShaders", __LINE__);
155 GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, v_shader_str);
156 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, f_shader_str);
157 // Create the program object
158 GLuint program = glCreateProgram();
159 if (program == 0) {
160 fprintf(stderr, "Creating program failed\n");
161 return;
163 glAttachShader(program, vertex_shader);
164 glAttachShader(program, fragment_shader);
165 // Bind g_Position to attribute 0
166 glBindAttribLocation(program, 0, "g_Position");
167 // Link the program
168 glLinkProgram(program);
169 // Check the link status
170 GLint linked = 0;
171 glGetProgramiv(program, GL_LINK_STATUS, &linked);
172 if (linked == 0) {
173 char buffer[1024];
174 GLsizei length = 0;
175 glGetProgramInfoLog(program, sizeof(buffer), &length, buffer);
176 std::string log(buffer, length);
177 fprintf(stderr, "Error linking program: %s\n", log.c_str());
178 glDeleteProgram(program);
179 return;
181 program_ = program;
182 matrix_loc_ = glGetUniformLocation(program_, "worldMatrix");
183 color_loc_ = glGetUniformLocation(program_, "color");
184 glGenBuffers(1, &vbo_);
185 glBindBuffer(GL_ARRAY_BUFFER, vbo_);
186 static float vertices[] = {
187 1, 1, 0.0,
188 -1, 1, 0.0,
189 -1, -1, 0.0,
190 1, 1, 0.0,
191 -1, -1, 0.0,
192 1, -1, 0.0,
194 glBufferData(GL_ARRAY_BUFFER,
195 sizeof(vertices),
196 NULL,
197 GL_STATIC_DRAW);
198 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
199 CheckGLError("InitShaders", __LINE__);
201 glGenQueriesEXT(1, &query_);
202 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query_);
203 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
204 CheckGLError("InitShaders", __LINE__);
207 } // anonymous namespace.
209 int OcclusionQueryTest::Init(ESContext* esContext) {
210 CheckGLError("GLFromCPPInit", __LINE__);
211 glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
212 InitShaders();
213 CheckGLError("GLFromCPPInit", __LINE__);
214 return 1;
217 void OcclusionQueryTest::Update(ESContext* esContext, float elapsed_sec) {
218 elasped_sec_ = elapsed_sec;
221 static void SetMatrix(float x, float z, float scale, float* matrix) {
222 matrix[0] = scale;
223 matrix[1] = 0.0f;
224 matrix[2] = 0.0f;
225 matrix[3] = 0.0f;
227 matrix[4] = 0.0f;
228 matrix[5] = scale;
229 matrix[6] = 0.0f;
230 matrix[7] = 0.0f;
232 matrix[8] = 0.0f;
233 matrix[9] = 0.0f;
234 matrix[10] = scale;
235 matrix[11] = 0.0f;
237 matrix[12] = x;
238 matrix[13] = 0.0f;
239 matrix[14] = z;
240 matrix[15] = 1.0f;
243 void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) {
244 GLfloat matrix[16];
246 SetMatrix(x, z, scale, matrix);
248 // Set up the model matrix
249 glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix);
251 glUniform4fv(color_loc_, 1, color);
252 CheckGLError("GLFromCPPDraw", __LINE__);
254 glDrawArrays(GL_TRIANGLES, 0, 6);
255 CheckGLError("GLFromCPPDraw", __LINE__);
258 void OcclusionQueryTest::Draw(ESContext* esContext) {
259 CheckGLError("GLFromCPPDraw", __LINE__);
260 clock_ += elasped_sec_;
262 // Note: the viewport is automatically set up to cover the entire Canvas.
263 // Clear the color buffer
264 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
265 glEnable(GL_DEPTH_TEST);
266 CheckGLError("GLFromCPPDraw", __LINE__);
267 // Use the program object
268 glUseProgram(program_);
269 CheckGLError("GLFromCPPDraw", __LINE__);
271 // Load the vertex data
272 glBindBuffer(GL_ARRAY_BUFFER, vbo_);
273 glEnableVertexAttribArray(0);
274 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
275 CheckGLError("GLFromCPPDraw", __LINE__);
277 DrawRect(sinf(clock_), 0.0f, 0.50f,
278 last_query_status_ ? green_ : red_);
280 bool started_query = false;
281 GLuint result = 0;
282 glGetQueryObjectuivEXT(query_, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
283 CheckGLError("GLFromCPPDraw", __LINE__);
284 if (result) {
285 glGetQueryObjectuivEXT(query_, GL_QUERY_RESULT_EXT, &last_query_status_);
286 CheckGLError("GLFromCPPDraw", __LINE__);
287 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query_);
288 CheckGLError("GLFromCPPDraw", __LINE__);
289 started_query = true;
292 DrawRect(-0.125f, 0.1f, 0.25f, blue_);
294 if (started_query) {
295 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
296 CheckGLError("GLFromCPPDraw", __LINE__);
299 glFlush();
302 void OcclusionQueryTest::ShutDown(ESContext* esContext) {
305 Demo* CreateDemo() {
306 return new OcclusionQueryTest();
309 } // namespace demos
310 } // namespace gpu