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

Issue 2363553003: VrShell: implement insecure content warning display (Closed)
Patch Set: Ready for review Created 4 years, 3 months ago
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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..7ed269e64b7f8b2097418c91ed04695fc2c3699a 100644
--- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc
+++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
@@ -2,6 +2,7 @@
// 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_shell_icons.h"
#include "chrome/browser/android/vr_shell/vr_shell_renderer.h"
#include "chrome/browser/android/vr_shell/vr_gl_util.h"
@@ -41,6 +42,14 @@ 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 +183,27 @@ 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 +469,130 @@ void LaserRenderer::Draw(const gvr::Mat4f& combined_matrix) {
LaserRenderer::~LaserRenderer() = default;
+void MakeTexImage(const icon_rle_image_t& icon,
+ GLuint texture_data_handles[],
+ int icon_id) {
+ // Helper function to decode a bitmap from Gimp ".c file"
+ // run length encoded format and store it as a texture.
+ // TODO(klausw): remove the Gimp decoding bits once we
+ // can create the content from text.
+
+ int image_pixels = icon.width * icon.height;
+ int image_bytes = image_pixels * icon.bytes_per_pixel;
+
+ char* image_data = (char*)malloc(image_bytes);
+ if (!image_data) {
+ LOG(ERROR) << "Failed to allocate memory for image " << icon_id;
+ exit(1);
+ }
+ ICON_RUN_LENGTH_DECODE(image_data, icon.rle_pixel_data,
+ image_pixels, icon.bytes_per_pixel);
+
+ glBindTexture(GL_TEXTURE_2D, texture_data_handles[icon_id]);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, icon.width, icon.height,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
+
+ 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(icon_not_secure_small, texture_data_handles_,
+ ICON_INSECURE_PERMANENT);
+ MakeTexImage(icon_not_secure_verbose, 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;

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