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Unified Diff: third_party/go/src/golang.org/x/mobile/gl/glutil/glimage.go

Issue 1275153002: Remove third_party/golang.org/x/mobile as it is no longer used with Go 1.5. (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Remove golang.org/x/mobile Created 5 years, 4 months ago
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Index: third_party/go/src/golang.org/x/mobile/gl/glutil/glimage.go
diff --git a/third_party/go/src/golang.org/x/mobile/gl/glutil/glimage.go b/third_party/go/src/golang.org/x/mobile/gl/glutil/glimage.go
deleted file mode 100644
index 64c13f201fe9092ae389736ab20fc7968020acd4..0000000000000000000000000000000000000000
--- a/third_party/go/src/golang.org/x/mobile/gl/glutil/glimage.go
+++ /dev/null
@@ -1,274 +0,0 @@
-// Copyright 2014 The Go Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style
-// license that can be found in the LICENSE file.
-
-// +build linux darwin
-
-package glutil
-
-import (
- "encoding/binary"
- "image"
- "sync"
-
- "golang.org/x/mobile/f32"
- "golang.org/x/mobile/geom"
- "golang.org/x/mobile/gl"
-)
-
-var glimage struct {
- sync.Once
- quadXY gl.Buffer
- quadUV gl.Buffer
- program gl.Program
- pos gl.Attrib
- mvp gl.Uniform
- uvp gl.Uniform
- inUV gl.Attrib
- textureSample gl.Uniform
-}
-
-func glInit() {
- var err error
- glimage.program, err = CreateProgram(vertexShader, fragmentShader)
- if err != nil {
- panic(err)
- }
-
- glimage.quadXY = gl.GenBuffer()
- glimage.quadUV = gl.GenBuffer()
-
- gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
- gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadXYCoords)
- gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
- gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, quadUVCoords)
-
- glimage.pos = gl.GetAttribLocation(glimage.program, "pos")
- glimage.mvp = gl.GetUniformLocation(glimage.program, "mvp")
- glimage.uvp = gl.GetUniformLocation(glimage.program, "uvp")
- glimage.inUV = gl.GetAttribLocation(glimage.program, "inUV")
- glimage.textureSample = gl.GetUniformLocation(glimage.program, "textureSample")
-}
-
-// Image bridges between an *image.RGBA and an OpenGL texture.
-//
-// The contents of the embedded *image.RGBA can be uploaded as a
-// texture and drawn as a 2D quad.
-//
-// The number of active Images must fit in the system's OpenGL texture
-// limit. The typical use of an Image is as a texture atlas.
-type Image struct {
- *image.RGBA
-
- Texture gl.Texture
- texWidth int
- texHeight int
-}
-
-// NewImage creates an Image of the given size.
-//
-// Both a host-memory *image.RGBA and a GL texture are created.
-func NewImage(w, h int) *Image {
- dx := roundToPower2(w)
- dy := roundToPower2(h)
-
- // TODO(crawshaw): Using VertexAttribPointer we can pass texture
- // data with a stride, which would let us use the exact number of
- // pixels on the host instead of the rounded up power 2 size.
- m := image.NewRGBA(image.Rect(0, 0, dx, dy))
-
- glimage.Do(glInit)
-
- img := &Image{
- RGBA: m.SubImage(image.Rect(0, 0, w, h)).(*image.RGBA),
- Texture: gl.GenTexture(),
- texWidth: dx,
- texHeight: dy,
- }
- // TODO(crawshaw): We don't have the context on a finalizer. Find a way.
- // runtime.SetFinalizer(img, func(img *Image) { gl.DeleteTexture(img.Texture) })
- gl.BindTexture(gl.TEXTURE_2D, img.Texture)
- gl.TexImage2D(gl.TEXTURE_2D, 0, dx, dy, gl.RGBA, gl.UNSIGNED_BYTE, nil)
- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
- gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
-
- return img
-}
-
-func roundToPower2(x int) int {
- x2 := 1
- for x2 < x {
- x2 *= 2
- }
- return x2
-}
-
-// Upload copies the host image data to the GL device.
-func (img *Image) Upload() {
- gl.BindTexture(gl.TEXTURE_2D, img.Texture)
- gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, img.texWidth, img.texHeight, gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)
-}
-
-// Draw draws the srcBounds part of the image onto a parallelogram, defined by
-// three of its corners, in the current GL framebuffer.
-func (img *Image) Draw(topLeft, topRight, bottomLeft geom.Point, srcBounds image.Rectangle) {
- // TODO(crawshaw): Adjust viewport for the top bar on android?
- gl.UseProgram(glimage.program)
-
- {
- // We are drawing a parallelogram PQRS, defined by three of its
- // corners, onto the entire GL framebuffer ABCD. The two quads may
- // actually be equal, but in the general case, PQRS can be smaller,
- // and PQRS is not necessarily axis-aligned.
- //
- // A +---------------+ B
- // | P +-----+ Q |
- // | | | |
- // | S +-----+ R |
- // D +---------------+ C
- //
- // There are two co-ordinate spaces: geom space and framebuffer space.
- // In geom space, the ABCD rectangle is:
- //
- // (0, 0) (geom.Width, 0)
- // (0, geom.Height) (geom.Width, geom.Height)
- //
- // and the PQRS quad is:
- //
- // (topLeft.X, topLeft.Y) (topRight.X, topRight.Y)
- // (bottomLeft.X, bottomLeft.Y) (implicit, implicit)
- //
- // In framebuffer space, the ABCD rectangle is:
- //
- // (-1, +1) (+1, +1)
- // (-1, -1) (+1, -1)
- //
- // First of all, convert from geom space to framebuffer space. For
- // later convenience, we divide everything by 2 here: px2 is half of
- // the P.X co-ordinate (in framebuffer space).
- px2 := -0.5 + float32(topLeft.X/geom.Width)
- py2 := +0.5 - float32(topLeft.Y/geom.Height)
- qx2 := -0.5 + float32(topRight.X/geom.Width)
- qy2 := +0.5 - float32(topRight.Y/geom.Height)
- sx2 := -0.5 + float32(bottomLeft.X/geom.Width)
- sy2 := +0.5 - float32(bottomLeft.Y/geom.Height)
- // Next, solve for the affine transformation matrix
- // [ a00 a01 a02 ]
- // a = [ a10 a11 a12 ]
- // [ 0 0 1 ]
- // that maps A to P:
- // a × [ -1 +1 1 ]' = [ 2*px2 2*py2 1 ]'
- // and likewise maps B to Q and D to S. Solving those three constraints
- // implies that C maps to R, since affine transformations keep parallel
- // lines parallel. This gives 6 equations in 6 unknowns:
- // -a00 + a01 + a02 = 2*px2
- // -a10 + a11 + a12 = 2*py2
- // +a00 + a01 + a02 = 2*qx2
- // +a10 + a11 + a12 = 2*qy2
- // -a00 - a01 + a02 = 2*sx2
- // -a10 - a11 + a12 = 2*sy2
- // which gives:
- // a00 = (2*qx2 - 2*px2) / 2 = qx2 - px2
- // and similarly for the other elements of a.
- glimage.mvp.WriteAffine(&f32.Affine{{
- qx2 - px2,
- px2 - sx2,
- qx2 + sx2,
- }, {
- qy2 - py2,
- py2 - sy2,
- qy2 + sy2,
- }})
- }
-
- {
- // Mapping texture co-ordinates is similar, except that in texture
- // space, the ABCD rectangle is:
- //
- // (0,0) (1,0)
- // (0,1) (1,1)
- //
- // and the PQRS quad is always axis-aligned. First of all, convert
- // from pixel space to texture space.
- w := float32(img.texWidth)
- h := float32(img.texHeight)
- px := float32(srcBounds.Min.X-img.Rect.Min.X) / w
- py := float32(srcBounds.Min.Y-img.Rect.Min.Y) / h
- qx := float32(srcBounds.Max.X-img.Rect.Min.X) / w
- sy := float32(srcBounds.Max.Y-img.Rect.Min.Y) / h
- // Due to axis alignment, qy = py and sx = px.
- //
- // The simultaneous equations are:
- // 0 + 0 + a02 = px
- // 0 + 0 + a12 = py
- // a00 + 0 + a02 = qx
- // a10 + 0 + a12 = qy = py
- // 0 + a01 + a02 = sx = px
- // 0 + a11 + a12 = sy
- glimage.uvp.WriteAffine(&f32.Affine{{
- qx - px,
- 0,
- px,
- }, {
- 0,
- sy - py,
- py,
- }})
- }
-
- gl.ActiveTexture(gl.TEXTURE0)
- gl.BindTexture(gl.TEXTURE_2D, img.Texture)
- gl.Uniform1i(glimage.textureSample, 0)
-
- gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadXY)
- gl.EnableVertexAttribArray(glimage.pos)
- gl.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0)
-
- gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
- gl.EnableVertexAttribArray(glimage.inUV)
- gl.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0)
-
- gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
-
- gl.DisableVertexAttribArray(glimage.pos)
- gl.DisableVertexAttribArray(glimage.inUV)
-}
-
-var quadXYCoords = f32.Bytes(binary.LittleEndian,
- -1, +1, // top left
- +1, +1, // top right
- -1, -1, // bottom left
- +1, -1, // bottom right
-)
-
-var quadUVCoords = f32.Bytes(binary.LittleEndian,
- 0, 0, // top left
- 1, 0, // top right
- 0, 1, // bottom left
- 1, 1, // bottom right
-)
-
-const vertexShader = `#version 100
-uniform mat3 mvp;
-uniform mat3 uvp;
-attribute vec3 pos;
-attribute vec2 inUV;
-varying vec2 UV;
-void main() {
- vec3 p = pos;
- p.z = 1.0;
- gl_Position = vec4(mvp * p, 1);
- UV = (uvp * vec3(inUV, 1)).xy;
-}
-`
-
-const fragmentShader = `#version 100
-precision mediump float;
-varying vec2 UV;
-uniform sampler2D textureSample;
-void main(){
- gl_FragColor = texture2D(textureSample, UV);
-}
-`

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