| // |
| // 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 "SampleApplication.h" |
| |
| #include <cmath> |
| #include <algorithm> |
| #include <vector> |
| |
| #include "Matrix.h" |
| #include "random_utils.h" |
| #include "shader_utils.h" |
| |
| using namespace angle; |
| |
| class MultiWindowSample : public SampleApplication |
| { |
| public: |
| MultiWindowSample() |
| : SampleApplication("MultiWindow", 256, 256) |
| { |
| } |
| |
| bool initialize() override |
| { |
| 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); |
| } |
| |
| int baseX = rootWindow.osWindow->getX(); |
| int baseY = rootWindow.osWindow->getY(); |
| for (auto &window : mWindows) |
| { |
| int x = baseX + mRNG.randomIntBetween(0, 512); |
| int y = baseY + mRNG.randomIntBetween(0, 512); |
| int width = mRNG.randomIntBetween(128, 512); |
| int height = mRNG.randomIntBetween(128, 512); |
| window.osWindow->setPosition(x, y); |
| window.osWindow->resize(width, height); |
| } |
| |
| return true; |
| } |
| |
| void destroy() override { glDeleteProgram(mProgram); } |
| |
| void step(float dt, double totalTime) override |
| { |
| mRotation = fmod(mRotation + (dt * 40.0f), 360.0f); |
| |
| for (auto &window : mWindows) |
| { |
| window.osWindow->messageLoop(); |
| } |
| } |
| |
| void draw() override |
| { |
| 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 (auto &windowRecord : mWindows) |
| { |
| OSWindow *window = windowRecord.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 (auto &windowRecord : mWindows) |
| { |
| OSWindow *window = windowRecord.osWindow; |
| EGLSurface surface = windowRecord.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); |
| } |
| } |
| |
| // Override swap to do nothing as we already swapped the root |
| // window in draw() and swapping another time would invalidate |
| // the content of the default framebuffer. |
| void swap() override {} |
| |
| 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; |
| |
| RNG mRNG; |
| }; |
| |
| int main(int argc, char **argv) |
| { |
| MultiWindowSample app; |
| return app.run(); |
| } |