| Index: chrome/browser/android/vr_shell/vr_gl_util.cc
|
| diff --git a/chrome/browser/android/vr_shell/vr_gl_util.cc b/chrome/browser/android/vr_shell/vr_gl_util.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..9a1605752f7649e1649a2ebb83cb36d4b77c8e3a
|
| --- /dev/null
|
| +++ b/chrome/browser/android/vr_shell/vr_gl_util.cc
|
| @@ -0,0 +1,124 @@
|
| +// 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_util.h"
|
| +
|
| +#include <array>
|
| +#include <cmath>
|
| +
|
| +namespace vr_shell {
|
| +
|
| +// This code is adapted from the GVR Treasure Hunt demo source.
|
| +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;
|
| +}
|
| +
|
| +// This code is adapted from the GVR Treasure Hunt demo source.
|
| +gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) {
|
| + gvr::Rectf result = {rect.left * width, rect.right * width,
|
| + rect.bottom * height, rect.top * height};
|
| + return result;
|
| +}
|
| +
|
| +// This code is adapted from the GVR Treasure Hunt demo source.
|
| +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,
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| + 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]);
|
| + }
|
| + }
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| +
|
| + // Link the two shaders together into a program.
|
| + glLinkProgram(program_handle);
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| +
|
| + // 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
|
|
|