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Unified Diff: chrome/browser/android/vr_shell/vr_gl.cc

Issue 2335643002: Add VR Shell animation classes and unit test. (Closed)
Patch Set: Created 4 years, 3 months ago
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Index: chrome/browser/android/vr_shell/vr_gl.cc
diff --git a/chrome/browser/android/vr_shell/vr_gl.cc b/chrome/browser/android/vr_shell/vr_gl.cc
new file mode 100644
index 0000000000000000000000000000000000000000..15a4665f9423271cd0f44bbfdb4f28b15e7867a1
--- /dev/null
+++ b/chrome/browser/android/vr_shell/vr_gl.cc
@@ -0,0 +1,117 @@
+// Copyright 2016 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "chrome/browser/android/vr_shell/vr_gl.h"
+
+#include <array>
+#include <cmath>
+
+#include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/gvr_types.h"
+
+namespace vr_shell {
+
+std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) {
+ // Note that this performs a *transpose* to a column-major matrix array, as
+ // expected by GL. The input matrix has translation components at [i][3] for
+ // use with row vectors and premultiplied transforms. In the output, the
+ // translation elements are at the end at positions 3*4+i.
+ std::array<float, 16> result;
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ result[j * 4 + i] = matrix.m[i][j];
+ }
+ }
+ return result;
+}
+
+gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
+ const gvr::Rectf& texture_rect) {
+ float width = static_cast<float>(texture_size.width);
+ float height = static_cast<float>(texture_size.height);
+ gvr::Rectf rect = ModulateRect(texture_rect, width, height);
+ gvr::Recti result = {
+ static_cast<int>(rect.left), static_cast<int>(rect.right),
+ static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
+ return result;
+}
+
+GLuint CompileShader(GLenum shader_type,
+ const GLchar* shader_source,
+ std::string& error) {
+ GLuint shader_handle = glCreateShader(shader_type);
+ if (shader_handle != 0) {
+ // Pass in the shader source.
+ int len = strlen(shader_source);
+ glShaderSource(shader_handle, 1, &shader_source, &len);
+ // Compile the shader.
+ glCompileShader(shader_handle);
+ // Get the compilation status.
+ GLint status;
+ glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ GLint info_log_length;
+ glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
+ GLchar* str_info_log = new GLchar[info_log_length + 1];
+ glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log);
+ error = "Error compiling shader: ";
+ error += str_info_log;
+ delete[] str_info_log;
+ glDeleteShader(shader_handle);
+ shader_handle = 0;
+ }
+ }
+
+ return shader_handle;
+}
+
+GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
+ GLuint fragment_shader_handle,
+ int num_attributes,
+ const GLchar** attributes,
+ std::string& error) {
+ GLuint program_handle = glCreateProgram();
+
+ if (program_handle != 0) {
+ // Bind the vertex shader to the program.
+ glAttachShader(program_handle, vertext_shader_handle);
+
+ // Bind the fragment shader to the program.
+ glAttachShader(program_handle, fragment_shader_handle);
+
+ // Bind attributes. This is optional, no need to supply them if
+ // using glGetAttribLocation to look them up. Useful for a single
+ // vertex array object (VAO) that is used with multiple shaders.
+ if (attributes != nullptr) {
+ for (int i = 0; i < num_attributes; i++) {
+ glBindAttribLocation(program_handle, i, attributes[i]);
+ }
+ }
+
+ // Link the two shaders together into a program.
+ glLinkProgram(program_handle);
+
+ // Get the link status.
+ GLint link_status;
+ glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
+
+ // If the link failed, delete the program.
+ if (link_status == GL_FALSE) {
+ GLint info_log_length;
+ glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
+
+ GLchar* str_info_log = new GLchar[info_log_length + 1];
+ glGetProgramInfoLog(program_handle, info_log_length, nullptr,
+ str_info_log);
+ error = "Error compiling program: ";
+ error += str_info_log;
+ delete[] str_info_log;
+ glDeleteProgram(program_handle);
+ program_handle = 0;
+ }
+ }
+
+ return program_handle;
+}
+
+} // namespace vr_shell

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