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Issue 2148743005: [Remoting Android] Cursor & Cursor Feedback for OpenGL Renderer (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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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "remoting/client/gl_canvas.h" 5 #include "remoting/client/gl_canvas.h"
6 6
7 #include "base/logging.h" 7 #include "base/logging.h"
8 #include "remoting/client/gl_helpers.h" 8 #include "remoting/client/gl_helpers.h"
9 9
10 namespace { 10 namespace {
(...skipping 26 matching lines...) Expand all
37 // projection component 1. 37 // projection component 1.
38 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n" 38 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n"
39 "}"; 39 "}";
40 40
41 const char kDrawTexFrag[] = 41 const char kDrawTexFrag[] =
42 "precision mediump float;\n" 42 "precision mediump float;\n"
43 43
44 // Region on the texture to be used (normally the whole texture). 44 // Region on the texture to be used (normally the whole texture).
45 "varying vec2 v_texCoord;\n" 45 "varying vec2 v_texCoord;\n"
46 "uniform sampler2D u_texture;\n" 46 "uniform sampler2D u_texture;\n"
47 "uniform float u_alpha_multiplier;\n"
47 "void main() {\n" 48 "void main() {\n"
48 " gl_FragColor = texture2D(u_texture, v_texCoord);\n" 49 " gl_FragColor = texture2D(u_texture, v_texCoord);\n"
50 " gl_FragColor.a *= u_alpha_multiplier;\n"
49 "}"; 51 "}";
50 52
51 } // namespace 53 } // namespace
52 54
53 namespace remoting { 55 namespace remoting {
54 56
55 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { 57 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) {
56 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); 58 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert);
57 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); 59 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag);
58 program_ = CreateProgram(vertex_shader_, fragment_shader_); 60 program_ = CreateProgram(vertex_shader_, fragment_shader_);
59 glUseProgram(program_); 61 glUseProgram(program_);
60 62
61 transform_location_ = glGetUniformLocation(program_, "u_transform"); 63 transform_location_ = glGetUniformLocation(program_, "u_transform");
62 texture_location_ = glGetUniformLocation(program_, "u_texture"); 64 texture_location_ = glGetUniformLocation(program_, "u_texture");
65 alpha_multiplier_location_ =
66 glGetUniformLocation(program_, "u_alpha_multiplier");
63 position_location_ = glGetAttribLocation(program_, "a_position"); 67 position_location_ = glGetAttribLocation(program_, "a_position");
64 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord"); 68 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord");
65 glEnableVertexAttribArray(position_location_); 69 glEnableVertexAttribArray(position_location_);
66 glEnableVertexAttribArray(tex_cord_location_); 70 glEnableVertexAttribArray(tex_cord_location_);
67 glEnable(GL_BLEND); 71 glEnable(GL_BLEND);
68 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 72 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
69 } 73 }
70 74
71 GlCanvas::~GlCanvas() { 75 GlCanvas::~GlCanvas() {
72 DCHECK(thread_checker_.CalledOnValidThread()); 76 DCHECK(thread_checker_.CalledOnValidThread());
73 glDisable(GL_BLEND); 77 glDisable(GL_BLEND);
74 glDisableVertexAttribArray(tex_cord_location_); 78 glDisableVertexAttribArray(tex_cord_location_);
75 glDisableVertexAttribArray(position_location_); 79 glDisableVertexAttribArray(position_location_);
76 glDeleteProgram(program_); 80 glDeleteProgram(program_);
77 glDeleteShader(vertex_shader_); 81 glDeleteShader(vertex_shader_);
78 glDeleteShader(fragment_shader_); 82 glDeleteShader(fragment_shader_);
79 } 83 }
80 84
81 void GlCanvas::SetNormalizedTransformation(const std::array<float, 9>& matrix) { 85 void GlCanvas::SetNormalizedTransformation(const std::array<float, 9>& matrix) {
82 DCHECK(thread_checker_.CalledOnValidThread()); 86 DCHECK(thread_checker_.CalledOnValidThread());
83 glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix.data()); 87 glUniformMatrix3fv(transform_location_, 1, GL_TRUE, matrix.data());
84 transformation_set_ = true; 88 transformation_set_ = true;
85 } 89 }
86 90
87 void GlCanvas::DrawTexture(int texture_id, 91 void GlCanvas::DrawTexture(int texture_id,
88 GLuint texture_handle, 92 GLuint texture_handle,
89 GLuint vertex_buffer) { 93 GLuint vertex_buffer,
94 float alpha_multiplier) {
90 DCHECK(thread_checker_.CalledOnValidThread()); 95 DCHECK(thread_checker_.CalledOnValidThread());
91 if (!transformation_set_) { 96 if (!transformation_set_) {
92 return; 97 return;
93 } 98 }
94 glActiveTexture(GL_TEXTURE0 + texture_id); 99 glActiveTexture(GL_TEXTURE0 + texture_id);
95 glBindTexture(GL_TEXTURE_2D, texture_handle); 100 glBindTexture(GL_TEXTURE_2D, texture_handle);
96 glUniform1i(texture_location_, texture_id); 101 glUniform1i(texture_location_, texture_id);
102 glUniform1f(alpha_multiplier_location_, alpha_multiplier);
97 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); 103 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
98 104
99 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, 105 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
100 0); 106 0);
101 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, 107 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
102 static_cast<float*>(0) + kVertexSize * kVertexCount); 108 static_cast<float*>(0) + kVertexSize * kVertexCount);
103 109
104 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); 110 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount);
105 glBindBuffer(GL_ARRAY_BUFFER, 0); 111 glBindBuffer(GL_ARRAY_BUFFER, 0);
106 glBindTexture(GL_TEXTURE_2D, 0); 112 glBindTexture(GL_TEXTURE_2D, 0);
107 } 113 }
108 114
109 int GlCanvas::GetGlVersion() const { 115 int GlCanvas::GetGlVersion() const {
110 return gl_version_; 116 return gl_version_;
111 } 117 }
112 118
113 } // namespace remoting 119 } // namespace remoting
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