Index: remoting/client/gl_canvas.cc |
diff --git a/remoting/client/gl_canvas.cc b/remoting/client/gl_canvas.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..575c24fb6805776aa54247582c776249b996247b |
--- /dev/null |
+++ b/remoting/client/gl_canvas.cc |
@@ -0,0 +1,118 @@ |
+// 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/gl_canvas.h" |
+ |
+#include "base/logging.h" |
+#include "remoting/client/gl_helpers.h" |
+ |
+namespace { |
+ |
+const int kVertexSize = 2; |
+const int kVertexCount = 4; |
+ |
+const char kTexCoordToViewVert[] = |
+ "// 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
|
+ "varying vec2 v_texCoord;\n" |
+ "attribute vec2 a_texCoord;\n" |
+ |
+ "// Positions to draw the texture on the texture coordinates.\n" |
+ "attribute vec2 a_position;\n" |
+ "uniform mat3 u_transform;\n" |
+ |
+ "// This matrix translates normalized texture coordinates\n" |
+ "// ([0, 1] starting at upper-left corner) to the view coordinates\n" |
+ "// ([-1, 1] starting at the center of the screen).\n" |
+ "// Note that the matrix is defined in column-major order.\n" |
+ "const mat3 tex_to_view = mat3(2, 0, 0,\n" |
+ " 0, -2, 0,\n" |
+ " -1, 1, 0);\n" |
+ "void main() {\n" |
+ " v_texCoord = a_texCoord;\n" |
+ " // Transforms coordinates related to the canvas to coordinates \n" |
+ " // related to the view.\n" |
+ " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n" |
+ " // Transforms texture coordinates to view coordinates and adds\n" |
+ " // projection component 1.\n" |
+ " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n" |
+ "}"; |
+ |
+const char kDrawTexFrag[] = |
+ "precision mediump float;\n" |
+ |
+ "// Region on the texture to be used (normally the whole texture).\n" |
+ "varying vec2 v_texCoord;\n" |
+ "uniform sampler2D u_texture;\n" |
+ "void main() {\n" |
+ " // There is some issue with the RGBA decoder (see JniVideoRenderer) so\n" |
+ " // we prefer BGRA. However, OpenGL ES doesn't seem to support GL_BGRA\n" |
+ " // when uploading the texture, so we solve this by specifying GL_RGBA\n" |
+ " // 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.
|
+ " gl_FragColor = texture2D(u_texture, v_texCoord).bgra;\n" |
+ "}"; |
+ |
+ |
+} // namespace |
+ |
+namespace remoting { |
+ |
+GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { |
+ vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); |
+ fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); |
+ program_ = CreateProgram(vertex_shader_, fragment_shader_); |
+ glUseProgram(program_); |
+ |
+ transform_location_ = glGetUniformLocation(program_, "u_transform"); |
+ texture_location_ = glGetUniformLocation(program_, "u_texture"); |
+ position_location_ = glGetAttribLocation(program_, "a_position"); |
+ tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord"); |
+ glEnableVertexAttribArray(position_location_); |
+ glEnableVertexAttribArray(tex_cord_location_); |
+ glEnable(GL_BLEND); |
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
+} |
+ |
+GlCanvas::~GlCanvas() { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ glDisable(GL_BLEND); |
+ glDisableVertexAttribArray(tex_cord_location_); |
+ glDisableVertexAttribArray(position_location_); |
+ glDeleteProgram(program_); |
+ glDeleteShader(vertex_shader_); |
+ glDeleteShader(fragment_shader_); |
+} |
+ |
+void GlCanvas::SetNormalizedTransformation(const float* matrix) { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix); |
+ transformation_set_ = true; |
+} |
+ |
+void GlCanvas::DrawTexture(int texture_id, |
+ GLuint texture_handle, |
+ GLuint vertex_buffer) { |
+ DCHECK(thread_checker_.CalledOnValidThread()); |
+ if (!transformation_set_) { |
+ return; |
+ } |
+ glActiveTexture(GL_TEXTURE0 + texture_id); |
+ glBindTexture(GL_TEXTURE_2D, texture_handle); |
+ glUniform1i(texture_location_, texture_id); |
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
+ |
+ glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
+ 0); |
+ glVertexAttribPointer(tex_cord_location_, 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); |
+} |
+ |
+int GlCanvas::GetGlVersion() const { |
+ return gl_version_; |
+} |
+ |
+} // namespace remoting |