Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(99)

Unified 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
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
Index: chrome/browser/android/vr_shell/vr_shell_renderer.cc
diff --git a/chrome/browser/android/vr_shell/vr_shell_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
index 7fb405fdd5b3717c19ce424240913e5adc7455bb..40e23dc8ae0d7dc8e24aec22810c65a8347eefff 100644
--- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc
+++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
@@ -27,6 +27,7 @@ const int kTextureCoordinateDataSize = 2;
#define SHADER(Src) #Src
#define OEIE_SHADER(Src) "#extension GL_OES_EGL_image_external : require\n" #Src
+#define VOID_OFFSET(x) reinterpret_cast<void*>(x)
const char* GetShaderSource(ShaderID shader) {
switch (shader) {
@@ -44,6 +45,26 @@ const char* GetShaderSource(ShaderID shader) {
vec4 texture = texture2D(u_Texture, v_TexCoordinate);
gl_FragColor = vec4(texture.r, texture.g, texture.b, 1.0);
});
+ case vr_shell::ShaderID::WEBVR_VERTEX_SHADER:
+ return SHADER(
+ attribute vec2 a_Position;
+ attribute vec2 a_TexCoordinate;
+ uniform vec4 u_SrcRect;
+ varying vec2 v_TexCoordinate;
+
+ void main() {
+ v_TexCoordinate = u_SrcRect.xy + (a_TexCoordinate * u_SrcRect.zw);
+ gl_Position = vec4(a_Position, 0.0, 1.0);
+ });
+ case vr_shell::ShaderID::WEBVR_FRAGMENT_SHADER:
+ return OEIE_SHADER(
+ precision highp float;
+ uniform samplerExternalOES u_Texture;
+ varying vec2 v_TexCoordinate;
+
+ void main() {
+ gl_FragColor = texture2D(u_Texture, v_TexCoordinate);
+ });
default:
LOG(ERROR) << "Shader source requested for unknown shader";
return "";
@@ -118,8 +139,121 @@ TexturedQuadRenderer::~TexturedQuadRenderer() {
glDeleteShader(fragment_shader_handle_);
}
+WebVrRenderer::WebVrRenderer() {
+ left_bounds_ = { 0.0f, 0.0f, 0.5f, 1.0f };
+ right_bounds_ = { 0.5f, 0.0f, 0.5f, 1.0f };
+
+ std::string error;
+ GLuint vertex_shader_handle = CompileShader(
+ GL_VERTEX_SHADER, GetShaderSource(WEBVR_VERTEX_SHADER), error);
+ if (vertex_shader_handle == 0) {
+ LOG(ERROR) << error;
+ exit(1);
+ }
+ GLuint fragment_shader_handle = CompileShader(
+ GL_FRAGMENT_SHADER, GetShaderSource(WEBVR_FRAGMENT_SHADER), error);
+ if (fragment_shader_handle == 0) {
+ LOG(ERROR) << error;
+ exit(1);
+ }
+
+ program_handle_ = CreateAndLinkProgram(
+ vertex_shader_handle, fragment_shader_handle, 2, nullptr, error);
+ if (program_handle_ == 0) {
+ LOG(ERROR) << error;
+ exit(1);
+ }
+
+ // Once the program is linked the shader objects are no longer needed
+ glDeleteShader(vertex_shader_handle);
+ glDeleteShader(fragment_shader_handle);
+
+ tex_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture");
+ src_rect_uniform_handle_ = glGetUniformLocation(program_handle_, "u_SrcRect");
+ position_handle_ = glGetAttribLocation(program_handle_, "a_Position");
+ texcoord_handle_ = glGetAttribLocation(program_handle_, "a_TexCoordinate");
+
+ std::unique_ptr<float> vertices(new float[32]{
mthiesse 2016/09/04 16:04:03 Move this out to a constant?
+ // x y u, v
+ -1.f, 1.f, 0.f, 0.f,
+ -1.f, -1.f, 0.f, 1.f,
+ 0.f, -1.f, 1.f, 1.f,
+ 0.f, 1.f, 1.f, 0.f,
+
+ 0.f, 1.f, 0.f, 0.f,
+ 0.f, -1.f, 0.f, 1.f,
+ 1.f, -1.f, 1.f, 1.f,
+ 1.f, 1.f, 1.f, 0.f });
+ size_t vertices_size = sizeof(float) * 32;
+
+ // TODO: Figure out why this need to be restored.
+ GLint old_buffer;
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &old_buffer);
+
+ glGenBuffersARB(1, &vertex_buffer_);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
+ glBufferData(GL_ARRAY_BUFFER, vertices_size, vertices.get(), GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
+}
+
+/**
+ * Draw the WebVR frame
+ */
+void WebVrRenderer::Draw(int texture_handle) {
+ // TODO: Figure out why this need to be restored.
+ GLint old_buffer;
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &old_buffer);
+
+ glUseProgram(program_handle_);
+
+ // Bind vertex attributes
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
+
+ glEnableVertexAttribArray(position_handle_);
+ glEnableVertexAttribArray(texcoord_handle_);
+
+ glVertexAttribPointer(position_handle_, POSITION_ELEMENTS, GL_FLOAT, false,
+ VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET));
+ glVertexAttribPointer(texcoord_handle_, TEXCOORD_ELEMENTS, GL_FLOAT, false,
+ VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET));
+
+ // Bind texture.
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_handle);
+ glUniform1i(tex_uniform_handle_, 0);
+
+ // TODO: Should be able handle both eyes in a single draw call.
+ // Left eye
+ glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&left_bounds_));
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ // Right eye
+ glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&right_bounds_));
+ glDrawArrays(GL_TRIANGLE_FAN, 4, 4);
+
+ glDisableVertexAttribArray(position_handle_);
+ glDisableVertexAttribArray(texcoord_handle_);
+
+ glBindBuffer(GL_ARRAY_BUFFER, old_buffer);
+}
+
+void WebVrRenderer::UpdateTextureBounds(int eye, const gvr::Rectf& bounds) {
+ if (eye == 0) {
+ left_bounds_ = bounds;
+ } else if (eye == 1) {
+ right_bounds_ = bounds;
+ }
+}
+
+WebVrRenderer::~WebVrRenderer() {
+ glDeleteBuffersARB(1, &vertex_buffer_);
+ glDeleteProgram(program_handle_);
+}
+
VrShellRenderer::VrShellRenderer()
- : textured_quad_renderer_(new TexturedQuadRenderer) {}
+ : textured_quad_renderer_(new TexturedQuadRenderer),
+ webvr_renderer_(new WebVrRenderer) {}
VrShellRenderer::~VrShellRenderer() {}

Powered by Google App Engine
This is Rietveld 408576698