Chromium Code Reviews| Index: remoting/client/opengl/gl_canvas.cc |
| diff --git a/remoting/client/opengl/gl_canvas.cc b/remoting/client/opengl/gl_canvas.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..5258839c8d22f07ce8b9a17214d55183da0e7c82 |
| --- /dev/null |
| +++ b/remoting/client/opengl/gl_canvas.cc |
| @@ -0,0 +1,69 @@ |
| +// Copyright 2016 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#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.
|
| +#include "base/logging.h" |
| +#include "remoting/client/opengl/gl_helpers.h" |
| +#include "remoting/client/opengl/shaders.h" |
| + |
| +namespace { |
| + |
| +const int kVertexSize = 2; |
| +const int kVertexCount = 4; |
| + |
| +const float k3x3ZeroMatrix[] = {0, 0, 0, 0, 0, 0, 0, 0, 0}; |
| + |
| +} // namespace |
| + |
| +namespace remoting { |
| + |
| +GlCanvas::GlCanvas() { |
| + vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); |
| + fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); |
| + program_ = CreateProgram(vertex_shader_, fragment_shader_); |
| + glUseProgram(program_); |
| + |
| + transform_loc_ = glGetUniformLocation(program_, "u_transform"); |
| + texture_loc_ = glGetUniformLocation(program_, "u_texture"); |
| + position_loc_ = glGetAttribLocation(program_, "a_position"); |
| + tex_cord_loc_ = glGetAttribLocation(program_, "a_texCoord"); |
| + glEnableVertexAttribArray(position_loc_); |
| + glEnableVertexAttribArray(tex_cord_loc_); |
| + glEnable(GL_BLEND); |
| + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| + |
| + SetNormalizedTransformation(k3x3ZeroMatrix); |
| +} |
| + |
| +GlCanvas::~GlCanvas() { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glDeleteProgram(program_); |
| + glDeleteShader(vertex_shader_); |
| + glDeleteShader(fragment_shader_); |
| +} |
| + |
| +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
|
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glUniformMatrix3fv(transform_loc_, 1, GL_TRUE, matrix); |
| +} |
| + |
| +void GlCanvas::DrawTexture(int texture_id, |
| + GLuint texture_handle, |
| + GLuint vertex_buffer) { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glActiveTexture(GL_TEXTURE0 + texture_id); |
| + glBindTexture(GL_TEXTURE_2D, texture_handle); |
| + glUniform1i(texture_loc_, texture_id); |
| + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
| + |
| + glVertexAttribPointer(position_loc_, kVertexSize, GL_FLOAT, GL_FALSE, 0, 0); |
| + glVertexAttribPointer(tex_cord_loc_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
| + static_cast<float*>(0) + kVertexSize * kVertexCount); |
| + |
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); |
| + glBindBuffer(GL_ARRAY_BUFFER, 0); |
| + glBindTexture(GL_TEXTURE_2D, 0); |
| +} |
| + |
| +} // namespace remoting |