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Side by Side Diff: remoting/client/gl_canvas.cc

Issue 2045963004: [Remoting] OpenGL Rendering Layer (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: sort of fix build error Created 4 years, 5 months ago
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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).
17 "varying vec2 v_texCoord;\n"
18 "attribute vec2 a_texCoord;\n"
19
20 // Positions to draw the texture on the texture coordinates.
21 "attribute vec2 a_position;\n"
22 "uniform mat3 u_transform;\n"
23
24 // This matrix translates normalized texture coordinates
25 // ([0, 1] starting at upper-left corner) to the view coordinates
26 // ([-1, 1] starting at the center of the screen).
27 // Note that the matrix is defined in column-major order.
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
34 // related to the view.
35 " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n"
36 // Transforms texture coordinates to view coordinates and adds
37 // projection component 1.
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).
45 "varying vec2 v_texCoord;\n"
46 "uniform sampler2D u_texture;\n"
47 "void main() {\n"
48 " gl_FragColor = texture2D(u_texture, v_texCoord);\n"
49 "}";
50
51 } // namespace
52
53 namespace remoting {
54
55 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) {
56 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert);
57 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag);
58 program_ = CreateProgram(vertex_shader_, fragment_shader_);
59 glUseProgram(program_);
60
61 transform_location_ = glGetUniformLocation(program_, "u_transform");
62 texture_location_ = glGetUniformLocation(program_, "u_texture");
63 position_location_ = glGetAttribLocation(program_, "a_position");
64 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord");
65 glEnableVertexAttribArray(position_location_);
66 glEnableVertexAttribArray(tex_cord_location_);
67 glEnable(GL_BLEND);
68 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
69 }
70
71 GlCanvas::~GlCanvas() {
72 DCHECK(thread_checker_.CalledOnValidThread());
73 glDisable(GL_BLEND);
74 glDisableVertexAttribArray(tex_cord_location_);
75 glDisableVertexAttribArray(position_location_);
76 glDeleteProgram(program_);
77 glDeleteShader(vertex_shader_);
78 glDeleteShader(fragment_shader_);
79 }
80
81 void GlCanvas::SetNormalizedTransformation(const std::array<float, 9>& matrix) {
82 DCHECK(thread_checker_.CalledOnValidThread());
83 glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix.data());
84 transformation_set_ = true;
85 }
86
87 void GlCanvas::DrawTexture(int texture_id,
88 GLuint texture_handle,
89 GLuint vertex_buffer) {
90 DCHECK(thread_checker_.CalledOnValidThread());
91 if (!transformation_set_) {
92 return;
93 }
94 glActiveTexture(GL_TEXTURE0 + texture_id);
95 glBindTexture(GL_TEXTURE_2D, texture_handle);
96 glUniform1i(texture_location_, texture_id);
97 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
98
99 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
100 0);
101 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
102 static_cast<float*>(0) + kVertexSize * kVertexCount);
103
104 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount);
105 glBindBuffer(GL_ARRAY_BUFFER, 0);
106 glBindTexture(GL_TEXTURE_2D, 0);
107 }
108
109 int GlCanvas::GetGlVersion() const {
110 return gl_version_;
111 }
112
113 } // namespace remoting
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