| Index: gpu/tools/compositor_model_bench/shaders.cc
 | 
| ===================================================================
 | 
| --- gpu/tools/compositor_model_bench/shaders.cc	(revision 0)
 | 
| +++ gpu/tools/compositor_model_bench/shaders.cc	(revision 0)
 | 
| @@ -0,0 +1,450 @@
 | 
| +// Copyright (c) 2011 The Chromium 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 "gpu/tools/compositor_model_bench/shaders.h"
 | 
| +
 | 
| +#include <algorithm>
 | 
| +
 | 
| +#include "gpu/tools/compositor_model_bench/render_model_utils.h"
 | 
| +#include "gpu/tools/compositor_model_bench/render_tree.h"
 | 
| +
 | 
| +using std::min;
 | 
| +
 | 
| +static const int kPositionLocation = 0;
 | 
| +static const int kTexCoordLocation = 1;
 | 
| +
 | 
| +static unsigned g_quad_vertices_vbo;
 | 
| +static unsigned g_quad_elements_vbo;
 | 
| +
 | 
| +// Store a pointer to the transform matrix of the active layer (the complete
 | 
| +// transform isn't build until we draw the quad; then we can apply
 | 
| +// translation/scaling/projection)
 | 
| +static float* g_current_layer_transform;
 | 
| +
 | 
| +// In addition to the transform, store other useful information about tiled
 | 
| +// layers that we'll need to render each tile's quad
 | 
| +static float g_current_tile_layer_width;
 | 
| +static float g_current_tile_layer_height;
 | 
| +static float g_current_tile_width;
 | 
| +static float g_current_tile_height;
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| +
 | 
| +static const float yuv2RGB[9] = {
 | 
| +  1.164f, 1.164f, 1.164f,
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| +  0.f, -.391f, 2.018f,
 | 
| +  1.596f, -.813f, 0.f
 | 
| +};
 | 
| +
 | 
| +// Store shader programs in a sparse array so that they can be addressed easily.
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| +static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX];
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| +static int g_active_index = -1;
 | 
| +
 | 
| +///////////////////////////////////////////////////////////////////////////////
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| +//              L        R           B          T   N  F
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| +//      glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1);   // column major
 | 
| +
 | 
| +static float g_projection_matrix[] = {
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| +  2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0,
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| +  0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0,
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| +  0.0, 0.0, -1.0, 0.0,
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| +  -1.0, 1.0, 0.0, 1.0
 | 
| +};
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| +
 | 
| +#define ADDR(i, j) (i*4 + j) /* column major */
 | 
| +static void Project(const float* v, float* p) {
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| +  for (int i = 0; i < 4; ++i) {
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| +    for (int j = 0; j < 4; ++j) {
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| +      p[ADDR(i, j)] = 0;
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| +      for (int k = 0; k < 4; ++k) {
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| +        p[ADDR(i, j)] += g_projection_matrix[ADDR(k, i)] * v[ADDR(j, k)];
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| +      }
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| +    }
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| +  }
 | 
| +}
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| +
 | 
| +static void Scale(const float* in, float* out, float sx, float sy, float sz) {
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| +  for (int i = 0; i < 4; ++i)
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| +    out[i] = in[i] * sx;
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| +  for (int j = 4; j < 8; ++j)
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| +    out[j] = in[j] * sy;
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| +  for (int k = 8; k < 12; ++k)
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| +    out[k] = in[k] * sz;
 | 
| +  for (int l = 12; l < 16; ++l)
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| +    out[l] = in[l];
 | 
| +}
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| +
 | 
| +static void TranslateInPlace(float* m, float tx, float ty, float tz) {
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| +  m[12] += tx;
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| +  m[13] += ty;
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| +  m[14] += tz;
 | 
| +}
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| +
 | 
| +///////////////////////////////////////////////////////////////////////////////
 | 
| +
 | 
| +ShaderID ShaderIDFromString(std::string name) {
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| +  if (name == "VertexShaderPosTexYUVStretch")
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| +    return VERTEX_SHADER_POS_TEX_YUV_STRETCH;
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| +  if (name == "VertexShaderPosTex")
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| +    return VERTEX_SHADER_POS_TEX;
 | 
| +  if (name == "VertexShaderPosTexTransform")
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| +    return VERTEX_SHADER_POS_TEX_TRANSFORM;
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| +  if (name == "FragmentShaderYUVVideo")
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| +    return FRAGMENT_SHADER_YUV_VIDEO;
 | 
| +  if (name == "FragmentShaderRGBATexFlipAlpha")
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| +    return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA;
 | 
| +  if (name == "FragmentShaderRGBATexAlpha")
 | 
| +    return FRAGMENT_SHADER_RGBA_TEX_ALPHA;
 | 
| +  return SHADER_UNRECOGNIZED;
 | 
| +}
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| +
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| +std::string ShaderNameFromID(ShaderID id) {
 | 
| +  switch (id) {
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| +    case VERTEX_SHADER_POS_TEX_YUV_STRETCH:
 | 
| +      return "VertexShaderPosTexYUVStretch";
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| +    case VERTEX_SHADER_POS_TEX:
 | 
| +      return "VertexShaderPosTex";
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| +    case VERTEX_SHADER_POS_TEX_TRANSFORM:
 | 
| +      return "VertexShaderPosTexTransform";
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| +    case FRAGMENT_SHADER_YUV_VIDEO:
 | 
| +      return "FragmentShaderYUVVideo";
 | 
| +    case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA:
 | 
| +      return "FragmentShaderRGBATexFlipAlpha";
 | 
| +    case FRAGMENT_SHADER_RGBA_TEX_ALPHA:
 | 
| +      return "FragmentShaderRGBATexAlpha";
 | 
| +    default:
 | 
| +      return "(unknown shader)";
 | 
| +  }
 | 
| +}
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| +
 | 
| +#define SHADER0(Src) #Src
 | 
| +#define SHADER(Src) SHADER0(Src)
 | 
| +
 | 
| +const char* GetShaderSource(ShaderID shader) {
 | 
| +  switch (shader) {
 | 
| +    case VERTEX_SHADER_POS_TEX_YUV_STRETCH:
 | 
| +      return SHADER(
 | 
| +        #ifdef GL_ES
 | 
| +        precision mediump float;
 | 
| +        #endif
 | 
| +        attribute vec4 a_position;
 | 
| +        attribute vec2 a_texCoord;
 | 
| +        uniform mat4 matrix;
 | 
| +        varying vec2 y_texCoord;
 | 
| +        varying vec2 uv_texCoord;
 | 
| +        uniform float y_widthScaleFactor;
 | 
| +        uniform float uv_widthScaleFactor;
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| +        void main() {
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| +          gl_Position = matrix * a_position;
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| +          y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x,
 | 
| +            a_texCoord.y);
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| +          uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x,
 | 
| +            a_texCoord.y);
 | 
| +        });
 | 
| +      break;
 | 
| +    case VERTEX_SHADER_POS_TEX:
 | 
| +      return SHADER(
 | 
| +        attribute vec4 a_position;
 | 
| +        attribute vec2 a_texCoord;
 | 
| +        uniform mat4 matrix;
 | 
| +        varying vec2 v_texCoord;
 | 
| +        void main() {
 | 
| +          gl_Position = matrix * a_position;
 | 
| +          v_texCoord = a_texCoord;
 | 
| +        });
 | 
| +      break;
 | 
| +    case VERTEX_SHADER_POS_TEX_TRANSFORM:
 | 
| +      return SHADER(
 | 
| +        attribute vec4 a_position;
 | 
| +        attribute vec2 a_texCoord;
 | 
| +        uniform mat4 matrix;
 | 
| +        uniform vec4 texTransform;
 | 
| +        varying vec2 v_texCoord;
 | 
| +        void main() {
 | 
| +          gl_Position = matrix * a_position;
 | 
| +          v_texCoord = a_texCoord*texTransform.zw + texTransform.xy;
 | 
| +        });
 | 
| +      break;
 | 
| +    case FRAGMENT_SHADER_YUV_VIDEO:
 | 
| +      return SHADER(
 | 
| +        #ifdef GL_ES
 | 
| +        precision mediump float;
 | 
| +        precision mediump int;
 | 
| +        #endif
 | 
| +        varying vec2 y_texCoord;
 | 
| +        varying vec2 uv_texCoord;
 | 
| +        uniform sampler2D y_texture;
 | 
| +        uniform sampler2D u_texture;
 | 
| +        uniform sampler2D v_texture;
 | 
| +        uniform float alpha;
 | 
| +        uniform vec3 yuv_adj;
 | 
| +        uniform mat3 cc_matrix;
 | 
| +        void main() {
 | 
| +          float y_raw = texture2D(y_texture, y_texCoord).x;
 | 
| +          float u_unsigned = texture2D(u_texture, uv_texCoord).x;
 | 
| +          float v_unsigned = texture2D(v_texture, uv_texCoord).x;
 | 
| +          vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
 | 
| +          vec3 rgb = cc_matrix * yuv;
 | 
| +          gl_FragColor = vec4(rgb, 1.0) * alpha;
 | 
| +        });
 | 
| +      break;
 | 
| +    case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA:
 | 
| +      return SHADER(
 | 
| +        #ifdef GL_ES
 | 
| +        precision mediump float;
 | 
| +        #endif
 | 
| +        varying vec2 v_texCoord;
 | 
| +        uniform sampler2D s_texture;
 | 
| +        uniform float alpha;
 | 
| +        void main() {
 | 
| +          vec4 texColor = texture2D(s_texture,
 | 
| +            vec2(v_texCoord.x, 1.0 - v_texCoord.y));
 | 
| +          gl_FragColor = vec4(texColor.x,
 | 
| +            texColor.y,
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| +            texColor.z,
 | 
| +            texColor.w) * alpha;
 | 
| +        });
 | 
| +      break;
 | 
| +    case FRAGMENT_SHADER_RGBA_TEX_ALPHA:
 | 
| +      return SHADER(
 | 
| +        #ifdef GL_ES
 | 
| +        precision mediump float;
 | 
| +        #endif
 | 
| +        varying vec2 v_texCoord;
 | 
| +        uniform sampler2D s_texture;
 | 
| +        uniform float alpha;
 | 
| +        void main() {
 | 
| +          vec4 texColor = texture2D(s_texture, v_texCoord);
 | 
| +          gl_FragColor = texColor * alpha;
 | 
| +        });
 | 
| +      break;
 | 
| +    default:
 | 
| +      printf("Shader source requested for unknown shader\n");
 | 
| +      return "";
 | 
| +  }
 | 
| +}
 | 
| +
 | 
| +int GetProgramIdx(ShaderID v, ShaderID f) {
 | 
| +  return v * SHADER_ID_MAX + f;
 | 
| +}
 | 
| +
 | 
| +static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) {
 | 
| +  GLint status;
 | 
| +  glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
 | 
| +  if (status)
 | 
| +    return;
 | 
| +  // Get the length of the log string
 | 
| +  GLsizei length;
 | 
| +  glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
 | 
| +  scoped_array<GLchar> log(new GLchar[length+1]);
 | 
| +  glGetShaderInfoLog(shader, length, NULL, log.get());
 | 
| +  LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id);
 | 
| +}
 | 
| +
 | 
| +static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) {
 | 
| +  int program_index = GetProgramIdx(v, f);
 | 
| +  if (!g_program_objects[program_index]) {
 | 
| +    g_program_objects[program_index] = glCreateProgramObjectARB();
 | 
| +    GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER);
 | 
| +    GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
 | 
| +    const char* vs_source = GetShaderSource(v);
 | 
| +    const char* fs_source = GetShaderSource(f);
 | 
| +    glShaderSourceARB(vs, 1, &vs_source, 0);
 | 
| +    glShaderSourceARB(fs, 1, &fs_source, 0);
 | 
| +    glCompileShaderARB(vs);
 | 
| +    ReportAnyShaderCompilationErrors(vs, v);
 | 
| +    glCompileShaderARB(fs);
 | 
| +    ReportAnyShaderCompilationErrors(fs, f);
 | 
| +    glAttachObjectARB(g_program_objects[program_index], vs);
 | 
| +    glAttachObjectARB(g_program_objects[program_index], fs);
 | 
| +    glBindAttribLocationARB(g_program_objects[program_index],
 | 
| +                            kPositionLocation,
 | 
| +                            "a_position");
 | 
| +    glBindAttribLocationARB(g_program_objects[program_index],
 | 
| +                            kTexCoordLocation,
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| +                            "a_texCoord");
 | 
| +    glLinkProgramARB(g_program_objects[program_index]);
 | 
| +  }
 | 
| +  if (g_active_index != program_index)
 | 
| +    glUseProgramObjectARB(g_program_objects[program_index]);
 | 
| +  g_active_index = program_index;
 | 
| +
 | 
| +  g_current_layer_transform = layer_transform;
 | 
| +
 | 
| +  return g_program_objects[program_index];
 | 
| +}
 | 
| +
 | 
| +void ConfigAndActivateShaderForNode(CCNode* n) {
 | 
| +  ShaderID vs = n->vertex_shader();
 | 
| +  ShaderID fs = n->fragment_shader();
 | 
| +  float* transform = n->transform();
 | 
| +  int program = ActivateShader(vs, fs, transform);
 | 
| +  if (vs == VERTEX_SHADER_POS_TEX_YUV_STRETCH) {
 | 
| +    GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor");
 | 
| +    GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor");
 | 
| +    glUniform1fARB(y_scale, 1.0);
 | 
| +    glUniform1fARB(uv_scale, 1.0);
 | 
| +  }
 | 
| +  if (vs == VERTEX_SHADER_POS_TEX_TRANSFORM) {
 | 
| +    GLint texTrans = glGetUniformLocationARB(program, "texTransform");
 | 
| +    glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0);
 | 
| +  }
 | 
| +  if (fs == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) {
 | 
| +    DCHECK_EQ(n->num_textures(), 1u);
 | 
| +    DCHECK_NE(n->texture(0)->texID, -1);
 | 
| +    glActiveTexture(GL_TEXTURE0);
 | 
| +    glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID);
 | 
| +    int sTexLoc = glGetUniformLocationARB(program, "s_texture");
 | 
| +    glUniform1iARB(sTexLoc, 0);
 | 
| +  }
 | 
| +  if (fs == FRAGMENT_SHADER_YUV_VIDEO) {
 | 
| +    DCHECK_EQ(n->num_textures(), 3u);
 | 
| +    DCHECK_NE(n->texture(0)->texID, -1);
 | 
| +    DCHECK_NE(n->texture(1)->texID, -1);
 | 
| +    DCHECK_NE(n->texture(2)->texID, -1);
 | 
| +    // Bind Y tex.
 | 
| +    glActiveTexture(GL_TEXTURE0);
 | 
| +    glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID);
 | 
| +    int yTexLoc = glGetUniformLocationARB(program, "y_texture");
 | 
| +    glUniform1iARB(yTexLoc, 0);
 | 
| +    // Bind U tex.
 | 
| +    glActiveTexture(GL_TEXTURE0 + 1);
 | 
| +    glBindTexture(GL_TEXTURE_2D, n->texture(1)->texID);
 | 
| +    int uTexLoc = glGetUniformLocationARB(program, "u_texture");
 | 
| +    glUniform1iARB(uTexLoc, 1);
 | 
| +    // Bind V tex.
 | 
| +    glActiveTexture(GL_TEXTURE0 + 2);
 | 
| +    glBindTexture(GL_TEXTURE_2D, n->texture(2)->texID);
 | 
| +    int vTexLoc = glGetUniformLocationARB(program, "v_texture");
 | 
| +    glUniform1iARB(vTexLoc, 2);
 | 
| +    // Set YUV offset.
 | 
| +    int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj");
 | 
| +    glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f);
 | 
| +    // Set YUV matrix.
 | 
| +    int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix");
 | 
| +    glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB);
 | 
| +  }
 | 
| +  GLint alpha = glGetUniformLocationARB(program, "alpha");
 | 
| +  glUniform1fARB(alpha, 0.9);
 | 
| +}
 | 
| +
 | 
| +void ConfigAndActivateShaderForTiling(ContentLayerNode* n) {
 | 
| +  int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM,
 | 
| +                               FRAGMENT_SHADER_RGBA_TEX_ALPHA,
 | 
| +                               n->transform());
 | 
| +  GLint texTrans = glGetUniformLocationARB(program, "texTransform");
 | 
| +  glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0);
 | 
| +  GLint alpha = glGetUniformLocationARB(program, "alpha");
 | 
| +  glUniform1fARB(alpha, 0.9);
 | 
| +
 | 
| +  g_current_tile_layer_width = n->width();
 | 
| +  g_current_tile_layer_height = n->height();
 | 
| +  g_current_tile_width = n->tile_width();
 | 
| +  g_current_tile_height = n->tile_height();
 | 
| +}
 | 
| +
 | 
| +void DeleteShaders() {
 | 
| +  g_active_index = -1;
 | 
| +  glUseProgramObjectARB(0);
 | 
| +  for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) {
 | 
| +    if (g_program_objects[i]) {
 | 
| +      glDeleteObjectARB(g_program_objects[i]);
 | 
| +    }
 | 
| +    g_program_objects[i] = 0;
 | 
| +  }
 | 
| +}
 | 
| +
 | 
| +void InitBuffers() {
 | 
| +  // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad.
 | 
| +  float vertices[] = { -0.5f,  0.5f, 0.0f, 0.0f,  1.0f,
 | 
| +                       -0.5f, -0.5f, 0.0f, 0.0f,  0.0f,
 | 
| +                       0.5f,  -0.5f, 0.0f, 1.0f,  0.0f,
 | 
| +                       0.5f,   0.5f, 0.0f, 1.0f,  1.0f };
 | 
| +  uint16_t indices[] = { 0, 1, 2, 0, 2, 3};
 | 
| +
 | 
| +  glGenBuffers(1, &g_quad_vertices_vbo);
 | 
| +  glGenBuffers(1, &g_quad_elements_vbo);
 | 
| +  glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo);
 | 
| +  glBufferData(GL_ARRAY_BUFFER,
 | 
| +               sizeof(vertices),
 | 
| +               vertices,
 | 
| +               GL_STATIC_DRAW);
 | 
| +  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo);
 | 
| +  glBufferData(GL_ELEMENT_ARRAY_BUFFER,
 | 
| +               sizeof(indices),
 | 
| +               indices,
 | 
| +               GL_STATIC_DRAW);
 | 
| +}
 | 
| +
 | 
| +void BeginFrame() {
 | 
| +  glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo);
 | 
| +  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo);
 | 
| +  unsigned offset = 0;
 | 
| +  glVertexAttribPointer(kPositionLocation,
 | 
| +                        3,
 | 
| +                        GL_FLOAT,
 | 
| +                        false,
 | 
| +                        5 * sizeof(float),
 | 
| +                        reinterpret_cast<void*>(offset));
 | 
| +  offset += 3 * sizeof(float);
 | 
| +  glVertexAttribPointer(kTexCoordLocation,
 | 
| +                        2,
 | 
| +                        GL_FLOAT,
 | 
| +                        false,
 | 
| +                        5 * sizeof(float),
 | 
| +                        reinterpret_cast<void*>(offset));
 | 
| +  glEnableVertexAttribArray(kPositionLocation);
 | 
| +  glEnableVertexAttribArray(kTexCoordLocation);
 | 
| +}
 | 
| +
 | 
| +void DrawQuad(float width, float height) {
 | 
| +  float mv_transform[16];
 | 
| +  float proj_transform[16];
 | 
| +  Scale(g_current_layer_transform, mv_transform, width, height, 1.0);
 | 
| +  Project(mv_transform, proj_transform);
 | 
| +  GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index],
 | 
| +                                      "matrix");
 | 
| +  glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform);
 | 
| +
 | 
| +  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
 | 
| +}
 | 
| +
 | 
| +void DrawTileQuad(GLuint texID, int x, int y) {
 | 
| +  float left = g_current_tile_width*x;
 | 
| +  float top = g_current_tile_height*y;
 | 
| +  if (left > g_current_tile_layer_width || top > g_current_tile_layer_height)
 | 
| +    return;
 | 
| +
 | 
| +  float right = min(left+g_current_tile_width, g_current_tile_layer_width);
 | 
| +  float bottom = min(top+g_current_tile_height, g_current_tile_layer_height);
 | 
| +  float width = right-left;
 | 
| +  float height = bottom-top;
 | 
| +
 | 
| +  int prog = g_program_objects[g_active_index];
 | 
| +
 | 
| +  // Scale the texture if the full tile rectangle doesn't get drawn.
 | 
| +  float u_scale = width / g_current_tile_width;
 | 
| +  float v_scale = height / g_current_tile_height;
 | 
| +  GLint texTrans = glGetUniformLocationARB(prog, "texTransform");
 | 
| +  glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale);
 | 
| +
 | 
| +  glActiveTexture(GL_TEXTURE0);
 | 
| +  glBindTexture(GL_TEXTURE_2D, texID);
 | 
| +  int texLoc = glGetUniformLocationARB(prog, "s_texture");
 | 
| +  glUniform1iARB(texLoc, 0);
 | 
| +
 | 
| +  float mv_transform[16];
 | 
| +  float proj_transform[16];
 | 
| +  Scale(g_current_layer_transform, mv_transform, width, height, 1.0);
 | 
| +
 | 
| +  // We have to position the tile by its center.
 | 
| +  float center_x = (left+right)/2 - g_current_tile_layer_width/2;
 | 
| +  float center_y = (top+bottom)/2 - g_current_tile_layer_height/2;
 | 
| +  TranslateInPlace(mv_transform, center_x, center_y, 0.0);
 | 
| +
 | 
| +  Project(mv_transform, proj_transform);
 | 
| +  GLint mat = glGetUniformLocationARB(prog, "matrix");
 | 
| +  glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform);
 | 
| +
 | 
| +  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
 | 
| +}
 | 
| +
 | 
| 
 |