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Issue 2335643002: Add VR Shell animation classes and unit test. (Closed)
Patch Set: Add VR Shell animation classes and unit test. Created 4 years, 3 months ago
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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
3 // found in the LICENSE file.
4
5 #include "chrome/browser/android/vr_shell/vr_gl_util.h"
6
7 #include <array>
8 #include <cmath>
9
10 namespace vr_shell {
11
12 // This code is adapted from the GVR Treasure Hunt demo source.
13 std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) {
14 // Note that this performs a *transpose* to a column-major matrix array, as
15 // expected by GL. The input matrix has translation components at [i][3] for
16 // use with row vectors and premultiplied transforms. In the output, the
17 // translation elements are at the end at positions 3*4+i.
18 std::array<float, 16> result;
19 for (int i = 0; i < 4; ++i) {
20 for (int j = 0; j < 4; ++j) {
21 result[j * 4 + i] = matrix.m[i][j];
22 }
23 }
24 return result;
25 }
26
27 // This code is adapted from the GVR Treasure Hunt demo source.
28 gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) {
29 gvr::Rectf result = {rect.left * width, rect.right * width,
30 rect.bottom * height, rect.top * height};
31 return result;
32 }
33
34 // This code is adapted from the GVR Treasure Hunt demo source.
35 gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
36 const gvr::Rectf& texture_rect) {
37 float width = static_cast<float>(texture_size.width);
38 float height = static_cast<float>(texture_size.height);
39 gvr::Rectf rect = ModulateRect(texture_rect, width, height);
40 gvr::Recti result = {
41 static_cast<int>(rect.left), static_cast<int>(rect.right),
42 static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
43 return result;
44 }
45
46 GLuint CompileShader(GLenum shader_type,
47 const GLchar* shader_source,
48 std::string& error) {
49 GLuint shader_handle = glCreateShader(shader_type);
50 if (shader_handle != 0) {
51 // Pass in the shader source.
52 int len = strlen(shader_source);
53 glShaderSource(shader_handle, 1, &shader_source, &len);
54 // Compile the shader.
55 glCompileShader(shader_handle);
56 // Get the compilation status.
57 GLint status;
58 glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
59 if (status == GL_FALSE) {
60 GLint info_log_length;
61 glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
62 GLchar* str_info_log = new GLchar[info_log_length + 1];
63 glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log);
64 error = "Error compiling shader: ";
65 error += str_info_log;
66 delete[] str_info_log;
67 glDeleteShader(shader_handle);
68 shader_handle = 0;
69 }
70 }
71
72 return shader_handle;
73 }
74
75 GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
76 GLuint fragment_shader_handle,
77 int num_attributes,
78 const GLchar** attributes,
79 std::string& error) {
80 GLuint program_handle = glCreateProgram();
81
82 if (program_handle != 0) {
83 // Bind the vertex shader to the program.
84 glAttachShader(program_handle, vertext_shader_handle);
85
86 // Bind the fragment shader to the program.
87 glAttachShader(program_handle, fragment_shader_handle);
88
89 // Bind attributes. This is optional, no need to supply them if
90 // using glGetAttribLocation to look them up. Useful for a single
91 // vertex array object (VAO) that is used with multiple shaders.
92 if (attributes != nullptr) {
93 for (int i = 0; i < num_attributes; i++) {
94 glBindAttribLocation(program_handle, i, attributes[i]);
95 }
96 }
97
98 // Link the two shaders together into a program.
99 glLinkProgram(program_handle);
100
101 // Get the link status.
102 GLint link_status;
103 glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
104
105 // If the link failed, delete the program.
106 if (link_status == GL_FALSE) {
107 GLint info_log_length;
108 glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
109
110 GLchar* str_info_log = new GLchar[info_log_length + 1];
111 glGetProgramInfoLog(program_handle, info_log_length, nullptr,
112 str_info_log);
113 error = "Error compiling program: ";
114 error += str_info_log;
115 delete[] str_info_log;
116 glDeleteProgram(program_handle);
117 program_handle = 0;
118 }
119 }
120
121 return program_handle;
122 }
123
124 } // namespace vr_shell
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