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Unified Diff: remoting/client/opengl/gl_canvas.cc

Issue 2045963004: [Remoting] OpenGL Rendering Layer (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 6 months ago
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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

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