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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/gl_canvas.h" | |
| 6 | |
| 7 #include "base/logging.h" | |
| 8 #include "remoting/client/gl_helpers.h" | |
| 9 | |
| 10 namespace { | |
| 11 | |
| 12 const int kVertexSize = 2; | |
| 13 const int kVertexCount = 4; | |
| 14 | |
| 15 const char kTexCoordToViewVert[] = | |
| 16 "// Region of the texture to be used (normally the whole texture).\n" | |
|
Sergey Ulanov
2016/07/09 01:01:20
nit: comments can be kept outside of the string. W
| |
| 17 "varying vec2 v_texCoord;\n" | |
| 18 "attribute vec2 a_texCoord;\n" | |
| 19 | |
| 20 "// Positions to draw the texture on the texture coordinates.\n" | |
| 21 "attribute vec2 a_position;\n" | |
| 22 "uniform mat3 u_transform;\n" | |
| 23 | |
| 24 "// This matrix translates normalized texture coordinates\n" | |
| 25 "// ([0, 1] starting at upper-left corner) to the view coordinates\n" | |
| 26 "// ([-1, 1] starting at the center of the screen).\n" | |
| 27 "// Note that the matrix is defined in column-major order.\n" | |
| 28 "const mat3 tex_to_view = mat3(2, 0, 0,\n" | |
| 29 " 0, -2, 0,\n" | |
| 30 " -1, 1, 0);\n" | |
| 31 "void main() {\n" | |
| 32 " v_texCoord = a_texCoord;\n" | |
| 33 " // Transforms coordinates related to the canvas to coordinates \n" | |
| 34 " // related to the view.\n" | |
| 35 " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n" | |
| 36 " // Transforms texture coordinates to view coordinates and adds\n" | |
| 37 " // projection component 1.\n" | |
| 38 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n" | |
| 39 "}"; | |
| 40 | |
| 41 const char kDrawTexFrag[] = | |
| 42 "precision mediump float;\n" | |
| 43 | |
| 44 "// Region on the texture to be used (normally the whole texture).\n" | |
| 45 "varying vec2 v_texCoord;\n" | |
| 46 "uniform sampler2D u_texture;\n" | |
| 47 "void main() {\n" | |
| 48 " // There is some issue with the RGBA decoder (see JniVideoRenderer) so\n" | |
| 49 " // we prefer BGRA. However, OpenGL ES doesn't seem to support GL_BGRA\n" | |
| 50 " // when uploading the texture, so we solve this by specifying GL_RGBA\n" | |
| 51 " // when uploading the pixel and swap b and r in the frag shader.\n" | |
|
Sergey Ulanov
2016/07/09 01:01:20
The decoder can generate frames in both formats, s
Yuwei
2016/07/11 22:38:23
Done.
| |
| 52 " gl_FragColor = texture2D(u_texture, v_texCoord).bgra;\n" | |
| 53 "}"; | |
| 54 | |
| 55 | |
| 56 } // namespace | |
| 57 | |
| 58 namespace remoting { | |
| 59 | |
| 60 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { | |
| 61 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); | |
| 62 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); | |
| 63 program_ = CreateProgram(vertex_shader_, fragment_shader_); | |
| 64 glUseProgram(program_); | |
| 65 | |
| 66 transform_location_ = glGetUniformLocation(program_, "u_transform"); | |
| 67 texture_location_ = glGetUniformLocation(program_, "u_texture"); | |
| 68 position_location_ = glGetAttribLocation(program_, "a_position"); | |
| 69 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord"); | |
| 70 glEnableVertexAttribArray(position_location_); | |
| 71 glEnableVertexAttribArray(tex_cord_location_); | |
| 72 glEnable(GL_BLEND); | |
| 73 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
| 74 } | |
| 75 | |
| 76 GlCanvas::~GlCanvas() { | |
| 77 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 78 glDisable(GL_BLEND); | |
| 79 glDisableVertexAttribArray(tex_cord_location_); | |
| 80 glDisableVertexAttribArray(position_location_); | |
| 81 glDeleteProgram(program_); | |
| 82 glDeleteShader(vertex_shader_); | |
| 83 glDeleteShader(fragment_shader_); | |
| 84 } | |
| 85 | |
| 86 void GlCanvas::SetNormalizedTransformation(const float* matrix) { | |
| 87 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 88 glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix); | |
| 89 transformation_set_ = true; | |
| 90 } | |
| 91 | |
| 92 void GlCanvas::DrawTexture(int texture_id, | |
| 93 GLuint texture_handle, | |
| 94 GLuint vertex_buffer) { | |
| 95 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 96 if (!transformation_set_) { | |
| 97 return; | |
| 98 } | |
| 99 glActiveTexture(GL_TEXTURE0 + texture_id); | |
| 100 glBindTexture(GL_TEXTURE_2D, texture_handle); | |
| 101 glUniform1i(texture_location_, texture_id); | |
| 102 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 103 | |
| 104 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, | |
| 105 0); | |
| 106 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, | |
| 107 static_cast<float*>(0) + kVertexSize * kVertexCount); | |
| 108 | |
| 109 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); | |
| 110 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 111 glBindTexture(GL_TEXTURE_2D, 0); | |
| 112 } | |
| 113 | |
| 114 int GlCanvas::GetGlVersion() const { | |
| 115 return gl_version_; | |
| 116 } | |
| 117 | |
| 118 } // namespace remoting | |
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