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| 1 // Copyright 2016 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "remoting/client/display/gl_canvas.h" | 5 #include "remoting/client/display/gl_canvas.h" |
| 6 | 6 |
| 7 #include "base/logging.h" | 7 #include "base/logging.h" |
| 8 #include "remoting/client/display/gl_helpers.h" | 8 #include "remoting/client/display/gl_helpers.h" |
| 9 #include "remoting/client/display/gl_math.h" | 9 #include "remoting/client/display/gl_math.h" |
| 10 | 10 |
| (...skipping 47 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 58 "uniform float u_alpha_multiplier;\n" | 58 "uniform float u_alpha_multiplier;\n" |
| 59 "void main() {\n" | 59 "void main() {\n" |
| 60 " gl_FragColor = texture2D(u_texture, v_texCoord);\n" | 60 " gl_FragColor = texture2D(u_texture, v_texCoord);\n" |
| 61 " gl_FragColor.a *= u_alpha_multiplier;\n" | 61 " gl_FragColor.a *= u_alpha_multiplier;\n" |
| 62 "}"; | 62 "}"; |
| 63 | 63 |
| 64 } // namespace | 64 } // namespace |
| 65 | 65 |
| 66 namespace remoting { | 66 namespace remoting { |
| 67 | 67 |
| 68 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { | 68 GlCanvas::GlCanvas(int gl_version) |
| 69 : gl_version_(gl_version), weak_factory_(this) { |
| 69 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_); | 70 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_); |
| 70 | 71 |
| 71 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); | 72 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); |
| 72 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); | 73 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); |
| 73 program_ = CreateProgram(vertex_shader_, fragment_shader_); | 74 program_ = CreateProgram(vertex_shader_, fragment_shader_); |
| 74 glUseProgram(program_); | 75 glUseProgram(program_); |
| 75 | 76 |
| 76 transform_location_ = glGetUniformLocation(program_, "u_transform"); | 77 transform_location_ = glGetUniformLocation(program_, "u_transform"); |
| 77 view_size_location_ = glGetUniformLocation(program_, "u_viewSize"); | 78 view_size_location_ = glGetUniformLocation(program_, "u_viewSize"); |
| 78 texture_location_ = glGetUniformLocation(program_, "u_texture"); | 79 texture_location_ = glGetUniformLocation(program_, "u_texture"); |
| (...skipping 10 matching lines...) Expand all Loading... |
| 89 GlCanvas::~GlCanvas() { | 90 GlCanvas::~GlCanvas() { |
| 90 DCHECK(thread_checker_.CalledOnValidThread()); | 91 DCHECK(thread_checker_.CalledOnValidThread()); |
| 91 glDisable(GL_BLEND); | 92 glDisable(GL_BLEND); |
| 92 glDisableVertexAttribArray(tex_cord_location_); | 93 glDisableVertexAttribArray(tex_cord_location_); |
| 93 glDisableVertexAttribArray(position_location_); | 94 glDisableVertexAttribArray(position_location_); |
| 94 glDeleteProgram(program_); | 95 glDeleteProgram(program_); |
| 95 glDeleteShader(vertex_shader_); | 96 glDeleteShader(vertex_shader_); |
| 96 glDeleteShader(fragment_shader_); | 97 glDeleteShader(fragment_shader_); |
| 97 } | 98 } |
| 98 | 99 |
| 100 void GlCanvas::Clear() { |
| 101 #ifndef NDEBUG |
| 102 // Set the background clear color to bright green for debugging purposes. |
| 103 glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| 104 #else |
| 105 // Set the background clear color to black. |
| 106 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| 107 #endif |
| 108 glClear(GL_COLOR_BUFFER_BIT); |
| 109 } |
| 110 |
| 99 void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) { | 111 void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) { |
| 100 DCHECK(thread_checker_.CalledOnValidThread()); | 112 DCHECK(thread_checker_.CalledOnValidThread()); |
| 101 std::array<float, 9> transposed_matrix = matrix; | 113 std::array<float, 9> transposed_matrix = matrix; |
| 102 TransposeTransformationMatrix(&transposed_matrix); | 114 TransposeTransformationMatrix(&transposed_matrix); |
| 103 glUniformMatrix3fv(transform_location_, 1, GL_FALSE, | 115 glUniformMatrix3fv(transform_location_, 1, GL_FALSE, |
| 104 transposed_matrix.data()); | 116 transposed_matrix.data()); |
| 105 transformation_set_ = true; | 117 transformation_set_ = true; |
| 106 } | 118 } |
| 107 | 119 |
| 108 void GlCanvas::SetViewSize(int width, int height) { | 120 void GlCanvas::SetViewSize(int width, int height) { |
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| 130 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, | 142 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
| 131 0); | 143 0); |
| 132 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, | 144 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
| 133 static_cast<float*>(0) + kVertexSize * kVertexCount); | 145 static_cast<float*>(0) + kVertexSize * kVertexCount); |
| 134 | 146 |
| 135 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); | 147 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); |
| 136 glBindBuffer(GL_ARRAY_BUFFER, 0); | 148 glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 137 glBindTexture(GL_TEXTURE_2D, 0); | 149 glBindTexture(GL_TEXTURE_2D, 0); |
| 138 } | 150 } |
| 139 | 151 |
| 140 int GlCanvas::GetGlVersion() const { | 152 int GlCanvas::GetVersion() const { |
| 141 return gl_version_; | 153 return gl_version_; |
| 142 } | 154 } |
| 143 | 155 |
| 144 int GlCanvas::GetMaxTextureSize() const { | 156 int GlCanvas::GetMaxTextureSize() const { |
| 145 return max_texture_size_; | 157 return max_texture_size_; |
| 146 } | 158 } |
| 147 | 159 |
| 160 base::WeakPtr<Canvas> GlCanvas::GetWeakPtr() { |
| 161 DCHECK(thread_checker_.CalledOnValidThread()); |
| 162 return weak_factory_.GetWeakPtr(); |
| 163 } |
| 164 |
| 148 } // namespace remoting | 165 } // namespace remoting |
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