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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/geometry_binding.h" | 5 #include "cc/geometry_binding.h" |
6 | 6 |
7 #include "cc/gl_renderer.h" // For the GLC() macro. | 7 #include "cc/gl_renderer.h" // For the GLC() macro. |
8 #include "third_party/khronos/GLES2/gl2.h" | 8 #include "third_party/khronos/GLES2/gl2.h" |
9 #include "ui/gfx/rect_f.h" | 9 #include "ui/gfx/rect_f.h" |
10 #include <public/WebGraphicsContext3D.h> | 10 #include <public/WebGraphicsContext3D.h> |
11 | 11 |
12 namespace cc { | 12 namespace cc { |
13 | 13 |
14 GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gf x::RectF& quadVertexRect) | 14 GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gf x::RectF& quadVertexRect) |
15 : m_context(context) | 15 : m_context(context) |
16 , m_quadVerticesVbo(0) | 16 , m_quadVerticesVbo(0) |
17 , m_quadElementsVbo(0) | 17 , m_quadElementsVbo(0) |
18 , m_initialized(false) | 18 , m_initialized(false) |
19 { | 19 { |
20 float vertices[] = { quadVertexRect.x(), quadVertexRect.bottom(), 0.0f, 0.0f , 1.0f, | 20 float vertices[] = { quadVertexRect.x(), quadVertexRect.bottom(), 0.0f, 0.0f , 1.0f, |
21 quadVertexRect.x(), quadVertexRect.y(), 0.0f, 0.0f, 0. 0f, | 21 quadVertexRect.x(), quadVertexRect.y(), 0.0f, 0.0f, 0. 0f, |
22 quadVertexRect.right(), quadVertexRect.y(), 0.0f, 1.0f, 0.0f, | 22 quadVertexRect.right(), quadVertexRect.y(), 0.0f, 1.0f, 0.0f, |
23 quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f }; | 23 quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f }; |
24 | 24 |
25 struct Vertex { | 25 struct Vertex { |
26 float a_position[3]; | 26 float a_position[3]; |
27 float a_texCoord[2]; | 27 float a_texCoord[2]; |
28 float a_index; // index into the matrix array for this quad | 28 float a_index; // index of the vertex, divide by 4 to have the matrix fo r this quad |
29 }; | 29 }; |
30 struct Quad { Vertex v0, v1, v2, v3; }; | 30 struct Quad { Vertex v0, v1, v2, v3; }; |
31 struct QuadIndex { uint16_t data[6]; }; | 31 struct QuadIndex { uint16_t data[6]; }; |
32 | 32 |
33 COMPILE_ASSERT(sizeof(Quad) == 24 * sizeof(float), struct_is_densely_packed) ; | 33 COMPILE_ASSERT(sizeof(Quad) == 24 * sizeof(float), struct_is_densely_packed) ; |
34 COMPILE_ASSERT(sizeof(QuadIndex) == 6 * sizeof(uint16_t), struct_is_densely_ packed); | 34 COMPILE_ASSERT(sizeof(QuadIndex) == 6 * sizeof(uint16_t), struct_is_densely_ packed); |
35 | 35 |
36 Quad quad_list[8]; | 36 Quad quad_list[8]; |
37 QuadIndex quad_index_list[8]; | 37 QuadIndex quad_index_list[8]; |
38 for (int i = 0; i < 8; i++) { | 38 for (int i = 0; i < 8; i++) { |
whunt
2012/12/14 21:13:45
Why are we adding 0.5f to these indices? They're
Jerome
2012/12/14 21:48:47
I was worried that the precision of the math might
whunt
2012/12/14 22:38:44
Every floating point standard known represents who
| |
39 Vertex v0 = { quadVertexRect.x() , quadVertexRect.bottom(), 0.0f, 0. 0f, 1.0f, (float)i }; | 39 Vertex v0 = { quadVertexRect.x() , quadVertexRect.bottom(), 0.0f, 0. 0f, 1.0f, i * 4 + 0.5f }; |
40 Vertex v1 = { quadVertexRect.x() , quadVertexRect.y() , 0.0f, 0. 0f, 0.0f, (float)i }; | 40 Vertex v1 = { quadVertexRect.x() , quadVertexRect.y() , 0.0f, 0. 0f, 0.0f, i * 4 + 1.5f }; |
41 Vertex v2 = { quadVertexRect.right(), quadVertexRect.y() , 0.0f, 1. 0f, 0.0f, (float)i }; | 41 Vertex v2 = { quadVertexRect.right(), quadVertexRect.y() , 0.0f, 1. 0f, 0.0f, i * 4 + 2.5f }; |
42 Vertex v3 = { quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1. 0f, 1.0f, (float)i }; | 42 Vertex v3 = { quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1. 0f, 1.0f, i * 4 + 3.5f }; |
43 Quad x = { v0, v1, v2, v3 }; | 43 Quad x = { v0, v1, v2, v3 }; |
44 quad_list[i] = x; | 44 quad_list[i] = x; |
45 QuadIndex y = { 0 + 4 * i, 1 + 4 * i, 2 + 4 * i, 3 + 4 * i, 0 + 4 * i, 2 + 4 * i }; | 45 QuadIndex y = { 0 + 4 * i, 1 + 4 * i, 2 + 4 * i, 3 + 4 * i, 0 + 4 * i, 2 + 4 * i }; |
46 quad_index_list[i] = y; | 46 quad_index_list[i] = y; |
47 } | 47 } |
48 | 48 |
49 GLC(m_context, m_quadVerticesVbo = m_context->createBuffer()); | 49 GLC(m_context, m_quadVerticesVbo = m_context->createBuffer()); |
50 GLC(m_context, m_quadElementsVbo = m_context->createBuffer()); | 50 GLC(m_context, m_quadElementsVbo = m_context->createBuffer()); |
51 GLC(m_context, m_quadListVerticesVbo = m_context->createBuffer()); | 51 GLC(m_context, m_quadListVerticesVbo = m_context->createBuffer()); |
52 GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, m_quadVerticesVbo)); | 52 GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, m_quadVerticesVbo)); |
(...skipping 17 matching lines...) Expand all Loading... | |
70 GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, quadVerticesVbo())); | 70 GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, quadVerticesVbo())); |
71 GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, G L_FLOAT, false, 6 * sizeof(float), 0)); | 71 GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, G L_FLOAT, false, 6 * sizeof(float), 0)); |
72 GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, G L_FLOAT, false, 6 * sizeof(float), 3 * sizeof(float))); | 72 GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, G L_FLOAT, false, 6 * sizeof(float), 3 * sizeof(float))); |
73 GLC(m_context, m_context->vertexAttribPointer(triangleIndexAttribLocation(), 1, GL_FLOAT, false, 6 * sizeof(float), 5 * sizeof(float))); | 73 GLC(m_context, m_context->vertexAttribPointer(triangleIndexAttribLocation(), 1, GL_FLOAT, false, 6 * sizeof(float), 5 * sizeof(float))); |
74 GLC(m_context, m_context->enableVertexAttribArray(positionAttribLocation())) ; | 74 GLC(m_context, m_context->enableVertexAttribArray(positionAttribLocation())) ; |
75 GLC(m_context, m_context->enableVertexAttribArray(texCoordAttribLocation())) ; | 75 GLC(m_context, m_context->enableVertexAttribArray(texCoordAttribLocation())) ; |
76 GLC(m_context, m_context->enableVertexAttribArray(triangleIndexAttribLocatio n())); | 76 GLC(m_context, m_context->enableVertexAttribArray(triangleIndexAttribLocatio n())); |
77 } | 77 } |
78 | 78 |
79 } // namespace cc | 79 } // namespace cc |
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