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1 // Copyright 2016 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 #include "remoting/client/opengl/gl_canvas.h" | |
Sergey Ulanov
2016/06/27 23:15:29
please add empty line after this one
Yuwei
2016/06/28 22:51:11
Done.
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6 #include "base/logging.h" | |
7 #include "remoting/client/opengl/gl_helpers.h" | |
8 #include "remoting/client/opengl/shaders.h" | |
9 | |
10 namespace { | |
11 | |
12 const int kVertexSize = 2; | |
13 const int kVertexCount = 4; | |
14 | |
15 const float k3x3ZeroMatrix[] = {0, 0, 0, 0, 0, 0, 0, 0, 0}; | |
16 | |
17 } // namespace | |
18 | |
19 namespace remoting { | |
20 | |
21 GlCanvas::GlCanvas() { | |
22 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); | |
23 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); | |
24 program_ = CreateProgram(vertex_shader_, fragment_shader_); | |
25 glUseProgram(program_); | |
26 | |
27 transform_loc_ = glGetUniformLocation(program_, "u_transform"); | |
28 texture_loc_ = glGetUniformLocation(program_, "u_texture"); | |
29 position_loc_ = glGetAttribLocation(program_, "a_position"); | |
30 tex_cord_loc_ = glGetAttribLocation(program_, "a_texCoord"); | |
31 glEnableVertexAttribArray(position_loc_); | |
32 glEnableVertexAttribArray(tex_cord_loc_); | |
33 glEnable(GL_BLEND); | |
34 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
35 | |
36 SetNormalizedTransformation(k3x3ZeroMatrix); | |
37 } | |
38 | |
39 GlCanvas::~GlCanvas() { | |
40 DCHECK(thread_checker_.CalledOnValidThread()); | |
41 glDeleteProgram(program_); | |
42 glDeleteShader(vertex_shader_); | |
43 glDeleteShader(fragment_shader_); | |
44 } | |
45 | |
46 void GlCanvas::SetNormalizedTransformation(const float* matrix) { | |
Sergey Ulanov
2016/06/27 23:15:29
This is called only from the constructor. Do you n
Yuwei
2016/06/28 01:31:20
Sorry that current CL doesn't show enough use case
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47 DCHECK(thread_checker_.CalledOnValidThread()); | |
48 glUniformMatrix3fv(transform_loc_, 1, GL_TRUE, matrix); | |
49 } | |
50 | |
51 void GlCanvas::DrawTexture(int texture_id, | |
52 GLuint texture_handle, | |
53 GLuint vertex_buffer) { | |
54 DCHECK(thread_checker_.CalledOnValidThread()); | |
55 glActiveTexture(GL_TEXTURE0 + texture_id); | |
56 glBindTexture(GL_TEXTURE_2D, texture_handle); | |
57 glUniform1i(texture_loc_, texture_id); | |
58 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
59 | |
60 glVertexAttribPointer(position_loc_, kVertexSize, GL_FLOAT, GL_FALSE, 0, 0); | |
61 glVertexAttribPointer(tex_cord_loc_, kVertexSize, GL_FLOAT, GL_FALSE, 0, | |
62 static_cast<float*>(0) + kVertexSize * kVertexCount); | |
63 | |
64 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); | |
65 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
66 glBindTexture(GL_TEXTURE_2D, 0); | |
67 } | |
68 | |
69 } // namespace remoting | |
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