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Issue 2308683004: Added WebVR Render path to VrShell (Closed)
Patch Set: Addressed Michael's feedback. 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 const float kWebVrVertices[32] = {
29 // x y u, v
30 -1.f, 1.f, 0.f, 0.f, // Left Eye
31 -1.f, -1.f, 0.f, 1.f,
32 0.f, -1.f, 1.f, 1.f,
33 0.f, 1.f, 1.f, 0.f,
34
35 0.f, 1.f, 0.f, 0.f, // Right Eye
36 0.f, -1.f, 0.f, 1.f,
37 1.f, -1.f, 1.f, 1.f,
38 1.f, 1.f, 1.f, 0.f };
39 const int kWebVrVerticesSize = sizeof(float) * 32;
40
28 #define SHADER(Src) #Src 41 #define SHADER(Src) #Src
29 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src 42 #define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src
43 #define VOID_OFFSET(x) reinterpret_cast<void*>(x)
30 44
31 const char* GetShaderSource(ShaderID shader) { 45 const char* GetShaderSource(ShaderID shader) {
32 switch (shader) { 46 switch (shader) {
33 case TEXTURE_QUAD_VERTEX_SHADER: 47 case TEXTURE_QUAD_VERTEX_SHADER:
34 return SHADER(uniform mat4 u_CombinedMatrix; attribute vec4 a_Position; 48 return SHADER(uniform mat4 u_CombinedMatrix; attribute vec4 a_Position;
35 attribute vec2 a_TexCoordinate; 49 attribute vec2 a_TexCoordinate;
36 varying vec2 v_TexCoordinate; void main() { 50 varying vec2 v_TexCoordinate; void main() {
37 v_TexCoordinate = a_TexCoordinate; 51 v_TexCoordinate = a_TexCoordinate;
38 gl_Position = u_CombinedMatrix * a_Position; 52 gl_Position = u_CombinedMatrix * a_Position;
39 }); 53 });
40 case TEXTURE_QUAD_FRAGMENT_SHADER: 54 case TEXTURE_QUAD_FRAGMENT_SHADER:
41 return OEIE_SHADER( 55 return OEIE_SHADER(
42 precision highp float; uniform samplerExternalOES u_Texture; 56 precision highp float; uniform samplerExternalOES u_Texture;
43 varying vec2 v_TexCoordinate; void main() { 57 varying vec2 v_TexCoordinate; void main() {
44 vec4 texture = texture2D(u_Texture, v_TexCoordinate); 58 vec4 texture = texture2D(u_Texture, v_TexCoordinate);
45 gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0); 59 gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0);
46 }); 60 });
61 case vr_shell::ShaderID::WEBVR_VERTEX_SHADER:
62 return SHADER(
63 attribute vec2 a_Position;
64 attribute vec2 a_TexCoordinate;
65 uniform vec4 u_SrcRect;
66 varying vec2 v_TexCoordinate;
67
68 void main() {
69 v_TexCoordinate = u_SrcRect.xy + (a_TexCoordinate * u_SrcRect.zw);
70 gl_Position = vec4(a_Position, 0.0, 1.0);
71 });
72 case vr_shell::ShaderID::WEBVR_FRAGMENT_SHADER:
73 return OEIE_SHADER(
74 precision highp float;
75 uniform samplerExternalOES u_Texture;
76 varying vec2 v_TexCoordinate;
77
78 void main() {
79 gl_FragColor = texture2D(u_Texture, v_TexCoordinate);
80 });
47 default: 81 default:
48 LOG(ERROR) << "Shader source requested for unknown shader"; 82 LOG(ERROR) << "Shader source requested for unknown shader";
49 return ""; 83 return "";
50 } 84 }
51 } 85 }
52 86
53 } // namespace 87 } // namespace
54 88
55 TexturedQuadRenderer::TexturedQuadRenderer() { 89 TexturedQuadRenderer::TexturedQuadRenderer() {
56 std::string error; 90 std::string error;
(...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after
111 145
112 glDisableVertexAttribArray(position_handle_); 146 glDisableVertexAttribArray(position_handle_);
113 glDisableVertexAttribArray(texture_coordinate_handle_); 147 glDisableVertexAttribArray(texture_coordinate_handle_);
114 } 148 }
115 149
116 TexturedQuadRenderer::~TexturedQuadRenderer() { 150 TexturedQuadRenderer::~TexturedQuadRenderer() {
117 glDeleteShader(vertex_shader_handle_); 151 glDeleteShader(vertex_shader_handle_);
118 glDeleteShader(fragment_shader_handle_); 152 glDeleteShader(fragment_shader_handle_);
119 } 153 }
120 154
155 WebVrRenderer::WebVrRenderer() {
156 left_bounds_ = { 0.0f, 0.0f, 0.5f, 1.0f };
157 right_bounds_ = { 0.5f, 0.0f, 0.5f, 1.0f };
158
159 std::string error;
160 GLuint vertex_shader_handle = CompileShader(
161 GL_VERTEX_SHADER, GetShaderSource(WEBVR_VERTEX_SHADER), error);
162 if (vertex_shader_handle == 0) {
163 LOG(ERROR) << error;
164 exit(1);
David Trainor- moved to gerrit 2016/09/08 06:16:05 Should we just do CHECK_EQ(0, vertex_shader_handle
165 }
166 GLuint fragment_shader_handle = CompileShader(
167 GL_FRAGMENT_SHADER, GetShaderSource(WEBVR_FRAGMENT_SHADER), error);
168 if (fragment_shader_handle == 0) {
169 LOG(ERROR) << error;
170 exit(1);
171 }
172
173 program_handle_ = CreateAndLinkProgram(
174 vertex_shader_handle, fragment_shader_handle, 2, nullptr, error);
175 if (program_handle_ == 0) {
176 LOG(ERROR) << error;
177 exit(1);
178 }
179
180 // Once the program is linked the shader objects are no longer needed
181 glDeleteShader(vertex_shader_handle);
182 glDeleteShader(fragment_shader_handle);
183
184 tex_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture");
185 src_rect_uniform_handle_ = glGetUniformLocation(program_handle_, "u_SrcRect");
186 position_handle_ = glGetAttribLocation(program_handle_, "a_Position");
187 texcoord_handle_ = glGetAttribLocation(program_handle_, "a_TexCoordinate");
188
189 // TODO: Figure out why this need to be restored.
David Trainor- moved to gerrit 2016/09/08 06:16:05 Add ldap?
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, kWebVrVerticesSize, kWebVrVertices,
196 GL_STATIC_DRAW);
197
198 glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
199 }
200
201 /**
202 * Draw the WebVR frame
David Trainor- moved to gerrit 2016/09/08 06:16:05 // instead of /*? Style guide seems to push for t
203 */
204 void WebVrRenderer::Draw(int texture_handle) {
205 // TODO: Figure out why this need to be restored.
David Trainor- moved to gerrit 2016/09/08 06:16:05 ldap, crbug?
206 GLint old_buffer;
David Trainor- moved to gerrit 2016/09/08 06:16:05 A ScopedBufferRestore helper would be cool, but if
207 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &old_buffer);
208
209 glUseProgram(program_handle_);
210
211 // Bind vertex attributes
212 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
213
214 glEnableVertexAttribArray(position_handle_);
215 glEnableVertexAttribArray(texcoord_handle_);
216
217 glVertexAttribPointer(position_handle_, POSITION_ELEMENTS, GL_FLOAT, false,
218 VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET));
219 glVertexAttribPointer(texcoord_handle_, TEXCOORD_ELEMENTS, GL_FLOAT, false,
220 VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET));
221
222 // Bind texture.
223 glActiveTexture(GL_TEXTURE0);
224 glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_handle);
225 glUniform1i(tex_uniform_handle_, 0);
226
227 // TODO: Should be able handle both eyes in a single draw call.
228 // Left eye
229 glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&left_bounds_));
230 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
231
232 // Right eye
233 glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&right_bounds_));
234 glDrawArrays(GL_TRIANGLE_FAN, 4, 4);
235
236 glDisableVertexAttribArray(position_handle_);
237 glDisableVertexAttribArray(texcoord_handle_);
238
239 glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
240 }
241
242 void WebVrRenderer::UpdateTextureBounds(int eye, const gvr::Rectf& bounds) {
243 if (eye == 0) {
244 left_bounds_ = bounds;
245 } else if (eye == 1) {
246 right_bounds_ = bounds;
247 }
248 }
249
250 WebVrRenderer::~WebVrRenderer() {
251 glDeleteBuffersARB(1, &vertex_buffer_);
252 glDeleteProgram(program_handle_);
253 }
254
121 VrShellRenderer::VrShellRenderer() 255 VrShellRenderer::VrShellRenderer()
122 : textured_quad_renderer_(new TexturedQuadRenderer) {} 256 : textured_quad_renderer_(new TexturedQuadRenderer),
257 webvr_renderer_(new WebVrRenderer) {}
123 258
124 VrShellRenderer::~VrShellRenderer() {} 259 VrShellRenderer::~VrShellRenderer() {}
125 260
126 } // namespace vr_shell 261 } // namespace vr_shell
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