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| 1 // Copyright 2015 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 | |
| 5 package org.chromium.chromoting; | |
| 6 | |
| 7 import static org.chromium.chromoting.CardboardDesktopRenderer.makeFloatBuffer; | |
| 8 | |
| 9 import android.graphics.Bitmap; | |
| 10 import android.opengl.GLES20; | |
| 11 | |
| 12 import java.nio.FloatBuffer; | |
| 13 | |
| 14 /** | |
| 15 * Chromoting Cardboard activity desktop, which is used to display host desktop. | |
| 16 */ | |
| 17 public class CardboardActivityDesktop { | |
| 18 private static final String VERTEX_SHADER = | |
| 19 "uniform mat4 u_CombinedMatrix;" | |
| 20 + "attribute vec4 a_Position;" | |
| 21 + "attribute vec2 a_TexCoordinate;" | |
| 22 + "varying vec2 v_TexCoordinate;" | |
| 23 + "void main() {" | |
| 24 + " v_TexCoordinate = a_TexCoordinate;" | |
| 25 + " gl_Position = u_CombinedMatrix * a_Position;" | |
| 26 + "}"; | |
| 27 | |
| 28 private static final String FRAGMENT_SHADER = | |
| 29 "precision mediump float;" | |
| 30 + "uniform sampler2D u_Texture;" | |
| 31 + "varying vec2 v_TexCoordinate;" | |
| 32 + "void main() {" | |
| 33 + " gl_FragColor = texture2D(u_Texture, v_TexCoordinate);" | |
| 34 + "}"; | |
| 35 | |
| 36 private static final FloatBuffer TEXTURE_COORDINATES = makeFloatBuffer(new f loat[] { | |
| 37 // Texture coordinate data. | |
| 38 0.0f, 0.0f, | |
| 39 0.0f, 1.0f, | |
| 40 1.0f, 0.0f, | |
| 41 0.0f, 1.0f, | |
| 42 1.0f, 1.0f, | |
| 43 1.0f, 0.0f | |
| 44 }); | |
| 45 | |
| 46 private static final int POSITION_DATA_SIZE = 3; | |
| 47 private static final int TEXTURE_COORDINATE_DATA_SIZE = 2; | |
| 48 | |
| 49 // Size of the vertexes to draw desktop. | |
|
Lambros
2015/08/19 23:17:28
English grammar: You can say "number of items in a
shichengfeng
2015/08/20 01:02:53
Done.
| |
| 50 private static final int VERTEXES_NUMBER = 6; | |
|
Lambros
2015/08/19 23:17:28
s/VERTEXES/VERTICES/
Code-search has only 4 hits
shichengfeng
2015/08/20 01:02:53
Done.
| |
| 51 | |
| 52 private int mVertexShaderHandle; | |
| 53 private int mFragmentShaderHandle; | |
| 54 private int mProgramHandle; | |
| 55 private int mCombinedMatrixHandle; | |
| 56 private int mTextureUniformHandle; | |
| 57 private int mPositionHandle; | |
| 58 private int mTextureDataHandle; | |
| 59 private int mTextureCoordinateHandle; | |
| 60 private FloatBuffer mPosition; | |
| 61 private float[] mCombinedMatrix; | |
| 62 | |
| 63 public CardboardActivityDesktop() { | |
| 64 mVertexShaderHandle = | |
| 65 ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADE R); | |
| 66 mFragmentShaderHandle = | |
| 67 ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_S HADER); | |
| 68 mProgramHandle = ShaderHelper.createAndLinkProgram(mVertexShaderHandle, | |
| 69 mFragmentShaderHandle, new String[] {"a_Position", "a_TexCoordin ate", | |
| 70 "u_CombinedMatrix", "u_Texture"}); | |
| 71 mCombinedMatrixHandle = | |
| 72 GLES20.glGetUniformLocation(mProgramHandle, "u_CombinedMatrix"); | |
| 73 mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_T exture"); | |
| 74 mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position "); | |
| 75 mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle, "a _TexCoordinate"); | |
| 76 mTextureDataHandle = TextureHelper.createTextureHandle(); | |
| 77 } | |
| 78 | |
| 79 public void setTexture(Bitmap texture) { | |
| 80 TextureHelper.linkTexture(mTextureDataHandle, texture); | |
| 81 } | |
| 82 | |
| 83 public void setPosition(FloatBuffer position) { | |
|
Lambros
2015/08/19 23:17:28
You won't need this if you move the FloatBuffer in
shichengfeng
2015/08/20 01:02:53
Done.
| |
| 84 mPosition = position; | |
| 85 } | |
| 86 | |
| 87 public void setCombinedMatrix(float[] combinedMatrix) { | |
| 88 mCombinedMatrix = combinedMatrix.clone(); | |
| 89 } | |
| 90 | |
| 91 /** | |
| 92 * Draw the desktop. Make sure texture, position, and model view projection matrix | |
| 93 * are passed in before calling this method. | |
| 94 */ | |
| 95 public void draw() { | |
| 96 GLES20.glUseProgram(mProgramHandle); | |
| 97 | |
| 98 // Pass in model view project matrix. | |
| 99 GLES20.glUniformMatrix4fv(mCombinedMatrixHandle, 1, false, mCombinedMatr ix, 0); | |
| 100 | |
| 101 // Pass in texture coordinate. | |
| 102 GLES20.glVertexAttribPointer(mTextureCoordinateHandle, TEXTURE_COORDINAT E_DATA_SIZE, | |
| 103 GLES20.GL_FLOAT, false, 0, TEXTURE_COORDINATES); | |
| 104 GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle); | |
| 105 | |
| 106 GLES20.glVertexAttribPointer(mPositionHandle, POSITION_DATA_SIZE, GLES20 .GL_FLOAT, false, | |
| 107 0, mPosition); | |
| 108 GLES20.glEnableVertexAttribArray(mPositionHandle); | |
| 109 | |
| 110 // Link texture data with texture unit. | |
| 111 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); | |
| 112 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle); | |
| 113 GLES20.glUniform1i(mTextureUniformHandle, 0); | |
| 114 | |
| 115 GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, VERTEXES_NUMBER); | |
| 116 } | |
| 117 | |
| 118 /** | |
| 119 * Clean up opengl data. | |
| 120 */ | |
| 121 public void cleanup() { | |
| 122 GLES20.glDeleteShader(mVertexShaderHandle); | |
| 123 GLES20.glDeleteShader(mFragmentShaderHandle); | |
| 124 GLES20.glDeleteTextures(1, new int[] {mTextureDataHandle}, 0); | |
| 125 } | |
| 126 } | |
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