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Issue 2301633002: Refactor Vr activity into ChromeTabbedActivity. (Closed)
Patch Set: Address comments Created 4 years, 3 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 "chrome/browser/android/vr_shell/vr_shell_renderer.h" 5 #include "chrome/browser/android/vr_shell/vr_shell_renderer.h"
6 6
7 #include "chrome/browser/android/vr_shell/vr_util.h" 7 #include "chrome/browser/android/vr_shell/vr_util.h"
8 #include "ui/gl/gl_bindings.h" 8 #include "ui/gl/gl_bindings.h"
9 9
10 namespace vr_shell {
11
12 namespace { 10 namespace {
13 11
14 const float kHalfHeight = 0.5f;
15 const float kHalfWidth = 0.5f;
16 const float kTextureQuadPosition[18] = {
17 -kHalfWidth, kHalfHeight, 0.0f, -kHalfWidth, -kHalfHeight, 0.0f,
18 kHalfWidth, kHalfHeight, 0.0f, -kHalfWidth, -kHalfHeight, 0.0f,
19 kHalfWidth, -kHalfHeight, 0.0f, kHalfWidth, kHalfHeight, 0.0f};
20 const int kPositionDataSize = 3;
21 // Number of vertices passed to glDrawArrays().
22 const int kVerticesNumber = 6;
23
24 const float kTexturedQuadTextureCoordinates[12] = {
25 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f};
26 const int kTextureCoordinateDataSize = 2;
27
28 #define SHADER(Src) #Src 12 #define SHADER(Src) #Src
29 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src 13 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src
30 14
31 const char* GetShaderSource(ShaderID shader) { 15 const char* GetShaderSource(vr_shell::ShaderID shader) {
32 switch (shader) { 16 switch (shader) {
33 case TEXTURE_QUAD_VERTEX_SHADER: 17 case vr_shell::ShaderID::TEXTURE_QUAD_VERTEX_SHADER:
34 return SHADER(uniform mat4 u_CombinedMatrix; attribute vec4 a_Position; 18 return SHADER(uniform mat4 u_CombinedMatrix;
19 attribute vec4 a_Position;
35 attribute vec2 a_TexCoordinate; 20 attribute vec2 a_TexCoordinate;
36 varying vec2 v_TexCoordinate; void main() { 21 varying vec2 v_TexCoordinate;
22 void main() {
37 v_TexCoordinate = a_TexCoordinate; 23 v_TexCoordinate = a_TexCoordinate;
38 gl_Position = u_CombinedMatrix * a_Position; 24 gl_Position = u_CombinedMatrix * a_Position;
39 }); 25 });
40 case TEXTURE_QUAD_FRAGMENT_SHADER: 26 case vr_shell::ShaderID::TEXTURE_QUAD_FRAGMENT_SHADER:
41 return OEIE_SHADER( 27 return OEIE_SHADER(
42 precision highp float; uniform samplerExternalOES u_Texture; 28 precision highp float;
43 varying vec2 v_TexCoordinate; void main() { 29 uniform samplerExternalOES u_Texture;
44 vec4 texture = texture2D(u_Texture, v_TexCoordinate); 30 uniform vec4 u_CopyRect; // rectangle
45 gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0); 31 varying vec2 v_TexCoordinate;
32 void main() {
33 vec2 scaledTex = vec2(
34 u_CopyRect[0] + v_TexCoordinate.x * u_CopyRect[2],
35 u_CopyRect[1] + v_TexCoordinate.y * u_CopyRect[3]);
36 gl_FragColor = texture2D(u_Texture, scaledTex);
46 }); 37 });
47 default: 38 default:
48 LOG(ERROR) << "Shader source requested for unknown shader"; 39 LOG(ERROR) << "Shader source requested for unknown shader";
49 return ""; 40 return "";
50 } 41 }
51 } 42 }
52 43
53 } // namespace 44 } // namespace
54 45
46 namespace vr_shell {
47
48 constexpr float TexturedQuadRenderer::kTextureQuadPosition[];
49 constexpr float TexturedQuadRenderer::kTexturedQuadTextureCoordinates[];
50
55 TexturedQuadRenderer::TexturedQuadRenderer() { 51 TexturedQuadRenderer::TexturedQuadRenderer() {
56 std::string error; 52 std::string error;
57 vertex_shader_handle_ = CompileShader( 53 vertex_shader_handle_ = CompileShader(
58 GL_VERTEX_SHADER, GetShaderSource(TEXTURE_QUAD_VERTEX_SHADER), error); 54 GL_VERTEX_SHADER, GetShaderSource(TEXTURE_QUAD_VERTEX_SHADER), error);
59 if (vertex_shader_handle_ == 0) { 55 if (vertex_shader_handle_ == 0) {
60 LOG(ERROR) << error; 56 LOG(ERROR) << error;
61 exit(1); 57 exit(1);
62 } 58 }
63 fragment_shader_handle_ = CompileShader( 59 fragment_shader_handle_ = CompileShader(
64 GL_FRAGMENT_SHADER, GetShaderSource(TEXTURE_QUAD_FRAGMENT_SHADER), error); 60 GL_FRAGMENT_SHADER, GetShaderSource(TEXTURE_QUAD_FRAGMENT_SHADER), error);
65 if (fragment_shader_handle_ == 0) { 61 if (fragment_shader_handle_ == 0) {
66 LOG(ERROR) << error; 62 LOG(ERROR) << error;
67 exit(1); 63 exit(1);
68 } 64 }
69 65
70 program_handle_ = CreateAndLinkProgram( 66 program_handle_ = CreateAndLinkProgram(
71 vertex_shader_handle_, fragment_shader_handle_, 4, nullptr, error); 67 vertex_shader_handle_, fragment_shader_handle_, 5, nullptr, error);
72 if (program_handle_ == 0) { 68 if (program_handle_ == 0) {
73 LOG(ERROR) << error; 69 LOG(ERROR) << error;
74 exit(1); 70 exit(1);
75 } 71 }
76 combined_matrix_handle_ = 72 combined_matrix_handle_ =
77 glGetUniformLocation(program_handle_, "u_CombinedMatrix"); 73 glGetUniformLocation(program_handle_, "u_CombinedMatrix");
78 texture_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture"); 74 texture_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture");
75 copy_rect_uniform_handle_ = glGetUniformLocation(program_handle_,
76 "u_CopyRect");
79 position_handle_ = glGetAttribLocation(program_handle_, "a_Position"); 77 position_handle_ = glGetAttribLocation(program_handle_, "a_Position");
80 texture_coordinate_handle_ = 78 texture_coordinate_handle_ =
81 glGetAttribLocation(program_handle_, "a_TexCoordinate"); 79 glGetAttribLocation(program_handle_, "a_TexCoordinate");
82 } 80 }
83 81
84 void TexturedQuadRenderer::Draw(int texture_data_handle, 82 void TexturedQuadRenderer::Draw(int texture_data_handle,
85 const gvr::Mat4f& combined_matrix) { 83 const gvr::Mat4f& combined_matrix,
84 const Rectf& copy_rect) {
86 glUseProgram(program_handle_); 85 glUseProgram(program_handle_);
87 86
88 // Pass in model view project matrix. 87 // Pass in model view project matrix.
89 glUniformMatrix4fv(combined_matrix_handle_, 1, false, 88 glUniformMatrix4fv(combined_matrix_handle_, 1, false,
90 MatrixToGLArray(combined_matrix).data()); 89 MatrixToGLArray(combined_matrix).data());
91 90
92 // Pass in texture coordinate. 91 // Pass in texture coordinate.
93 glVertexAttribPointer(texture_coordinate_handle_, kTextureCoordinateDataSize, 92 glVertexAttribPointer(texture_coordinate_handle_, kTextureCoordinateDataSize,
94 GL_FLOAT, false, 0, kTexturedQuadTextureCoordinates); 93 GL_FLOAT, false, 0, kTexturedQuadTextureCoordinates);
95 glEnableVertexAttribArray(texture_coordinate_handle_); 94 glEnableVertexAttribArray(texture_coordinate_handle_);
96 95
97 glVertexAttribPointer(position_handle_, kPositionDataSize, GL_FLOAT, false, 0, 96 glVertexAttribPointer(position_handle_, kPositionDataSize, GL_FLOAT, false, 0,
98 kTextureQuadPosition); 97 kTextureQuadPosition);
99 glEnableVertexAttribArray(position_handle_); 98 glEnableVertexAttribArray(position_handle_);
100 99
100 glEnable(GL_BLEND);
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102
101 // Link texture data with texture unit. 103 // Link texture data with texture unit.
102 glActiveTexture(GL_TEXTURE0); 104 glActiveTexture(GL_TEXTURE0);
103 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_data_handle); 105 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_data_handle);
104 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 106 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
105 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 107 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
106 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 108 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
107 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 109 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
110
108 glUniform1i(texture_uniform_handle_, 0); 111 glUniform1i(texture_uniform_handle_, 0);
112 glUniform4fv(copy_rect_uniform_handle_, 1, (float*)(&copy_rect));
109 113
110 glDrawArrays(GL_TRIANGLES, 0, kVerticesNumber); 114 glDrawArrays(GL_TRIANGLES, 0, kVerticesNumber);
111 115
112 glDisableVertexAttribArray(position_handle_); 116 glDisableVertexAttribArray(position_handle_);
113 glDisableVertexAttribArray(texture_coordinate_handle_); 117 glDisableVertexAttribArray(texture_coordinate_handle_);
114 } 118 }
115 119
116 TexturedQuadRenderer::~TexturedQuadRenderer() { 120 TexturedQuadRenderer::~TexturedQuadRenderer() {}
David Trainor- moved to gerrit 2016/09/08 05:49:30 = default? Same with other destructor
mthiesse 2016/09/08 17:44:41 Done.
117 glDeleteShader(vertex_shader_handle_);
118 glDeleteShader(fragment_shader_handle_);
119 }
120 121
121 VrShellRenderer::VrShellRenderer() 122 VrShellRenderer::VrShellRenderer()
122 : textured_quad_renderer_(new TexturedQuadRenderer) {} 123 : textured_quad_renderer_(new TexturedQuadRenderer) {}
123 124
124 VrShellRenderer::~VrShellRenderer() {} 125 VrShellRenderer::~VrShellRenderer() {}
125 126
126 } // namespace vr_shell 127 } // namespace vr_shell
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