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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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