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Side by Side Diff: chrome/browser/android/vr_shell/vr_shell_renderer.cc

Issue 2308683004: Added WebVR Render path to VrShell (Closed)
Patch Set: 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 { 10 namespace vr_shell {
11 11
12 namespace { 12 namespace {
13 13
14 const float kHalfHeight = 0.5f; 14 const float kHalfHeight = 0.5f;
15 const float kHalfWidth = 0.5f; 15 const float kHalfWidth = 0.5f;
16 const float kTextureQuadPosition[18] = { 16 const float kTextureQuadPosition[18] = {
17 -kHalfWidth, kHalfHeight, 0.0f, -kHalfWidth, -kHalfHeight, 0.0f, 17 -kHalfWidth, kHalfHeight, 0.0f, -kHalfWidth, -kHalfHeight, 0.0f,
18 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}; 19 kHalfWidth, -kHalfHeight, 0.0f, kHalfWidth, kHalfHeight, 0.0f};
20 const int kPositionDataSize = 3; 20 const int kPositionDataSize = 3;
21 // Number of vertices passed to glDrawArrays(). 21 // Number of vertices passed to glDrawArrays().
22 const int kVerticesNumber = 6; 22 const int kVerticesNumber = 6;
23 23
24 const float kTexturedQuadTextureCoordinates[12] = { 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}; 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; 26 const int kTextureCoordinateDataSize = 2;
27 27
28 #define SHADER(Src) #Src 28 #define SHADER(Src) #Src
29 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src 29 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src
30 #define VOID_OFFSET(x) reinterpret_cast<void*>(x)
30 31
31 const char* GetShaderSource(ShaderID shader) { 32 const char* GetShaderSource(ShaderID shader) {
32 switch (shader) { 33 switch (shader) {
33 case TEXTURE_QUAD_VERTEX_SHADER: 34 case TEXTURE_QUAD_VERTEX_SHADER:
34 return SHADER(uniform mat4 u_CombinedMatrix; attribute vec4 a_Position; 35 return SHADER(uniform mat4 u_CombinedMatrix; attribute vec4 a_Position;
35 attribute vec2 a_TexCoordinate; 36 attribute vec2 a_TexCoordinate;
36 varying vec2 v_TexCoordinate; void main() { 37 varying vec2 v_TexCoordinate; void main() {
37 v_TexCoordinate = a_TexCoordinate; 38 v_TexCoordinate = a_TexCoordinate;
38 gl_Position = u_CombinedMatrix * a_Position; 39 gl_Position = u_CombinedMatrix * a_Position;
39 }); 40 });
40 case TEXTURE_QUAD_FRAGMENT_SHADER: 41 case TEXTURE_QUAD_FRAGMENT_SHADER:
41 return OEIE_SHADER( 42 return OEIE_SHADER(
42 precision highp float; uniform samplerExternalOES u_Texture; 43 precision highp float; uniform samplerExternalOES u_Texture;
43 varying vec2 v_TexCoordinate; void main() { 44 varying vec2 v_TexCoordinate; void main() {
44 vec4 texture = texture2D(u_Texture, v_TexCoordinate); 45 vec4 texture = texture2D(u_Texture, v_TexCoordinate);
45 gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0); 46 gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0);
46 }); 47 });
48 case vr_shell::ShaderID::WEBVR_VERTEX_SHADER:
49 return SHADER(
50 attribute vec2 a_Position;
51 attribute vec2 a_TexCoordinate;
52 uniform vec4 u_SrcRect;
53 varying vec2 v_TexCoordinate;
54
55 void main() {
56 v_TexCoordinate = u_SrcRect.xy + (a_TexCoordinate * u_SrcRect.zw);
57 gl_Position = vec4(a_Position, 0.0, 1.0);
58 });
59 case vr_shell::ShaderID::WEBVR_FRAGMENT_SHADER:
60 return OEIE_SHADER(
61 precision highp float;
62 uniform samplerExternalOES u_Texture;
63 varying vec2 v_TexCoordinate;
64
65 void main() {
66 gl_FragColor = texture2D(u_Texture, v_TexCoordinate);
67 });
47 default: 68 default:
48 LOG(ERROR) << "Shader source requested for unknown shader"; 69 LOG(ERROR) << "Shader source requested for unknown shader";
49 return ""; 70 return "";
50 } 71 }
51 } 72 }
52 73
53 } // namespace 74 } // namespace
54 75
55 TexturedQuadRenderer::TexturedQuadRenderer() { 76 TexturedQuadRenderer::TexturedQuadRenderer() {
56 std::string error; 77 std::string error;
(...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after
111 132
112 glDisableVertexAttribArray(position_handle_); 133 glDisableVertexAttribArray(position_handle_);
113 glDisableVertexAttribArray(texture_coordinate_handle_); 134 glDisableVertexAttribArray(texture_coordinate_handle_);
114 } 135 }
115 136
116 TexturedQuadRenderer::~TexturedQuadRenderer() { 137 TexturedQuadRenderer::~TexturedQuadRenderer() {
117 glDeleteShader(vertex_shader_handle_); 138 glDeleteShader(vertex_shader_handle_);
118 glDeleteShader(fragment_shader_handle_); 139 glDeleteShader(fragment_shader_handle_);
119 } 140 }
120 141
142 WebVrRenderer::WebVrRenderer() {
143 left_bounds_ = { 0.0f, 0.0f, 0.5f, 1.0f };
144 right_bounds_ = { 0.5f, 0.0f, 0.5f, 1.0f };
145
146 std::string error;
147 GLuint vertex_shader_handle = CompileShader(
148 GL_VERTEX_SHADER, GetShaderSource(WEBVR_VERTEX_SHADER), error);
149 if (vertex_shader_handle == 0) {
150 LOG(ERROR) << error;
151 exit(1);
152 }
153 GLuint fragment_shader_handle = CompileShader(
154 GL_FRAGMENT_SHADER, GetShaderSource(WEBVR_FRAGMENT_SHADER), error);
155 if (fragment_shader_handle == 0) {
156 LOG(ERROR) << error;
157 exit(1);
158 }
159
160 program_handle_ = CreateAndLinkProgram(
161 vertex_shader_handle, fragment_shader_handle, 2, nullptr, error);
162 if (program_handle_ == 0) {
163 LOG(ERROR) << error;
164 exit(1);
165 }
166
167 // Once the program is linked the shader objects are no longer needed
168 glDeleteShader(vertex_shader_handle);
169 glDeleteShader(fragment_shader_handle);
170
171 tex_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture");
172 src_rect_uniform_handle_ = glGetUniformLocation(program_handle_, "u_SrcRect");
173 position_handle_ = glGetAttribLocation(program_handle_, "a_Position");
174 texcoord_handle_ = glGetAttribLocation(program_handle_, "a_TexCoordinate");
175
176 std::unique_ptr<float> vertices(new float[32]{
mthiesse 2016/09/04 16:04:03 Move this out to a constant?
177 // x y u, v
178 -1.f, 1.f, 0.f, 0.f,
179 -1.f, -1.f, 0.f, 1.f,
180 0.f, -1.f, 1.f, 1.f,
181 0.f, 1.f, 1.f, 0.f,
182
183 0.f, 1.f, 0.f, 0.f,
184 0.f, -1.f, 0.f, 1.f,
185 1.f, -1.f, 1.f, 1.f,
186 1.f, 1.f, 1.f, 0.f });
187 size_t vertices_size = sizeof(float) * 32;
188
189 // TODO: Figure out why this need to be restored.
190 GLint old_buffer;
191 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &old_buffer);
192
193 glGenBuffersARB(1, &vertex_buffer_);
194 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
195 glBufferData(GL_ARRAY_BUFFER, vertices_size, vertices.get(), GL_STATIC_DRAW);
196
197 glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
198 }
199
200 /**
201 * Draw the WebVR frame
202 */
203 void WebVrRenderer::Draw(int texture_handle) {
204 // TODO: Figure out why this need to be restored.
205 GLint old_buffer;
206 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &old_buffer);
207
208 glUseProgram(program_handle_);
209
210 // Bind vertex attributes
211 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
212
213 glEnableVertexAttribArray(position_handle_);
214 glEnableVertexAttribArray(texcoord_handle_);
215
216 glVertexAttribPointer(position_handle_, POSITION_ELEMENTS, GL_FLOAT, false,
217 VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET));
218 glVertexAttribPointer(texcoord_handle_, TEXCOORD_ELEMENTS, GL_FLOAT, false,
219 VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET));
220
221 // Bind texture.
222 glActiveTexture(GL_TEXTURE0);
223 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_handle);
224 glUniform1i(tex_uniform_handle_, 0);
225
226 // TODO: Should be able handle both eyes in a single draw call.
227 // Left eye
228 glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&left_bounds_));
229 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
230
231 // Right eye
232 glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&right_bounds_));
233 glDrawArrays(GL_TRIANGLE_FAN, 4, 4);
234
235 glDisableVertexAttribArray(position_handle_);
236 glDisableVertexAttribArray(texcoord_handle_);
237
238 glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
239 }
240
241 void WebVrRenderer::UpdateTextureBounds(int eye, const gvr::Rectf& bounds) {
242 if (eye == 0) {
243 left_bounds_ = bounds;
244 } else if (eye == 1) {
245 right_bounds_ = bounds;
246 }
247 }
248
249 WebVrRenderer::~WebVrRenderer() {
250 glDeleteBuffersARB(1, &vertex_buffer_);
251 glDeleteProgram(program_handle_);
252 }
253
121 VrShellRenderer::VrShellRenderer() 254 VrShellRenderer::VrShellRenderer()
122 : textured_quad_renderer_(new TexturedQuadRenderer) {} 255 : textured_quad_renderer_(new TexturedQuadRenderer),
256 webvr_renderer_(new WebVrRenderer) {}
123 257
124 VrShellRenderer::~VrShellRenderer() {} 258 VrShellRenderer::~VrShellRenderer() {}
125 259
126 } // namespace vr_shell 260 } // namespace vr_shell
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