| 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
|
|
|