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Unified 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: Reviewer's Feedback Created 4 years, 5 months ago
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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..74a3932b2aefd2ed5bef9728e85b97506f78fa43
--- /dev/null
+++ b/remoting/client/gl_canvas.cc
@@ -0,0 +1,113 @@
+// 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).
+ "varying vec2 v_texCoord;\n"
+ "attribute vec2 a_texCoord;\n"
+
+ // Positions to draw the texture on the texture coordinates.
+ "attribute vec2 a_position;\n"
+ "uniform mat3 u_transform;\n"
+
+ // This matrix translates normalized texture coordinates
+ // ([0, 1] starting at upper-left corner) to the view coordinates
+ // ([-1, 1] starting at the center of the screen).
+ // Note that the matrix is defined in column-major order.
+ "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
+ // related to the view.
+ " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n"
+ // Transforms texture coordinates to view coordinates and adds
+ // projection component 1.
+ " 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).
+ "varying vec2 v_texCoord;\n"
+ "uniform sampler2D u_texture;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(u_texture, v_texCoord);\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 std::array<float, 9>& matrix) {
+ DCHECK(thread_checker_.CalledOnValidThread());
+ glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix.data());
+ 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
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