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 33e87fc6059a4fcb0206815df610fbed170a001f..e790bf837b709617076909ddcfe7986c80b72db9 100644 |
--- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc |
+++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc |
@@ -5,6 +5,9 @@ |
#include "chrome/browser/android/vr_shell/vr_shell_renderer.h" |
#include "chrome/browser/android/vr_shell/vr_gl_util.h" |
+#include "chrome/grit/browser_resources.h" |
+#include "ui/base/resource/resource_bundle.h" |
+#include "ui/gfx/codec/png_codec.h" |
#include "ui/gl/gl_bindings.h" |
namespace { |
@@ -41,6 +44,14 @@ const float kWebVrVertices[32] = { |
1.f, 1.f, 1.f, 0.f }; |
const int kWebVrVerticesSize = sizeof(float) * 32; |
+const float kOverlayIconVertices[32] = { |
+ // x y u, v |
+ -1.f, 1.f, 0.f, 0.f, |
+ -1.f, -1.f, 0.f, 1.f, |
+ 1.f, -1.f, 1.f, 1.f, |
+ 1.f, 1.f, 1.f, 0.f}; |
+const int kOverlayIconVerticesSize = sizeof(float) * 16; |
+ |
// Reticle constants |
static constexpr float kRingDiameter = 1.0f; |
static constexpr float kInnerHole = 0.0f; |
@@ -174,6 +185,27 @@ const char* GetShaderSource(vr_shell::ShaderID shader) { |
lowp vec4 final_color = color * texture_color; |
gl_FragColor = vec4(final_color.xyz, final_color.w * total_fade); |
}); |
+ case vr_shell::ShaderID::OVERLAY_ICON_VERTEX_SHADER: |
+ return SHADER( |
+ uniform mat4 u_CombinedMatrix; |
+ 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 = u_CombinedMatrix * vec4(a_Position, 0.0, 1.0); |
+ }); |
+ case vr_shell::ShaderID::OVERLAY_ICON_FRAGMENT_SHADER: |
+ return SHADER( |
+ precision highp float; |
+ uniform sampler2D 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 ""; |
@@ -439,11 +471,129 @@ void LaserRenderer::Draw(const gvr::Mat4f& combined_matrix) { |
LaserRenderer::~LaserRenderer() = default; |
+void MakeTexImage(int resource_id, |
+ GLuint texture_data_handles[], |
+ int icon_id) { |
+ std::string data_str = ResourceBundle::GetSharedInstance().GetRawDataResource( |
+ resource_id).as_string(); |
+ std::vector<unsigned char> data(data_str.begin(), data_str.end()); |
billorr
2016/09/23 17:52:11
this is doing a copy, right? do we need to copy?
|
+ std::vector<unsigned char> decoded; |
+ int width, height; |
+ |
+ // This decoder isn't suitable for externally-supplied data, but in |
+ // this case we're using it to decode a built-in resource supplied |
+ // at build time. Don't use this for untrusted images. |
+ gfx::PNGCodec::Decode(&data[0], data.size(), |
billorr
2016/09/23 17:52:11
why not data.data()? I believe our coding convent
|
+ gfx::PNGCodec::FORMAT_RGBA, |
+ &decoded, &width, &height); |
+ |
+ glBindTexture(GL_TEXTURE_2D, texture_data_handles[icon_id]); |
+ |
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, |
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded[0]); |
+ |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
+} |
+ |
+OverlayIconRenderer::OverlayIconRenderer() { |
+ bounds_ = { 0.0f, 0.0f, 1.0f, 1.0f }; |
+ |
+ std::string error; |
+ GLuint vertex_shader_handle = CompileShader( |
+ GL_VERTEX_SHADER, GetShaderSource(OVERLAY_ICON_VERTEX_SHADER), error); |
+ CHECK(vertex_shader_handle) << error; |
+ |
+ GLuint fragment_shader_handle = CompileShader( |
+ GL_FRAGMENT_SHADER, GetShaderSource(OVERLAY_ICON_FRAGMENT_SHADER), error); |
+ CHECK(fragment_shader_handle) << error; |
+ |
+ program_handle_ = CreateAndLinkProgram( |
+ vertex_shader_handle, fragment_shader_handle, error); |
+ CHECK(program_handle_) << error; |
+ |
+ // Once the program is linked the shader objects are no longer needed |
+ glDeleteShader(vertex_shader_handle); |
+ glDeleteShader(fragment_shader_handle); |
+ |
+ combined_matrix_handle_ = |
+ glGetUniformLocation(program_handle_, "u_CombinedMatrix"); |
+ 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"); |
+ |
+ // TODO(bajones): 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, kOverlayIconVerticesSize, kOverlayIconVertices, |
+ GL_STATIC_DRAW); |
+ |
+ glBindBuffer(GL_ARRAY_BUFFER, old_buffer); |
+ |
+ glGenTextures(ICON_ID_MAX, texture_data_handles_); |
+ |
+ MakeTexImage(IDR_VR_SHELL_WEBVR_NOT_SECURE_PERMANENT_PNG, |
+ texture_data_handles_, |
+ ICON_INSECURE_PERMANENT); |
+ MakeTexImage(IDR_VR_SHELL_WEBVR_NOT_SECURE_TRANSIENT_PNG, |
+ texture_data_handles_, |
+ ICON_INSECURE_TRANSIENT); |
+} |
+ |
+void OverlayIconRenderer::Draw(const gvr::Mat4f& combined_matrix, |
+ int icon_num) { |
+ // TODO(bajones): 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_); |
+ |
+ // Pass in model view project matrix. |
+ glUniformMatrix4fv(combined_matrix_handle_, 1, false, |
+ MatrixToGLArray(combined_matrix).data()); |
+ |
+ 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_2D, texture_data_handles_[icon_num]); |
+ glUniform1i(tex_uniform_handle_, 0); |
+ |
+ glEnable(GL_BLEND); |
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
+ |
+ glUniform4fv(src_rect_uniform_handle_, 1, (float*)(&bounds_)); |
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
+ |
+ glDisableVertexAttribArray(position_handle_); |
+ glDisableVertexAttribArray(texcoord_handle_); |
+ |
+ glBindBuffer(GL_ARRAY_BUFFER, old_buffer); |
+} |
+ |
+OverlayIconRenderer::~OverlayIconRenderer() = default; |
+ |
VrShellRenderer::VrShellRenderer() |
: textured_quad_renderer_(new TexturedQuadRenderer), |
webvr_renderer_(new WebVrRenderer), |
reticle_renderer_(new ReticleRenderer), |
- laser_renderer_(new LaserRenderer) {} |
+ laser_renderer_(new LaserRenderer), |
+ overlay_icon_renderer_(new OverlayIconRenderer) {} |
VrShellRenderer::~VrShellRenderer() = default; |