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Side by Side Diff: remoting/client/gl_canvas.cc

Issue 2591363002: Adding drawable to CRD andorid and iOS gl rendering pipeline. (Closed)
Patch Set: Minor cleanup of an unused const. Created 3 years, 12 months ago
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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/gl_canvas.h" 5 #include "remoting/client/gl_canvas.h"
6 6
7 #include "base/logging.h" 7 #include "base/logging.h"
8 #include "remoting/client/gl_helpers.h" 8 #include "remoting/client/gl_helpers.h"
9 #include "remoting/client/gl_math.h" 9 #include "remoting/client/gl_math.h"
10 10
(...skipping 47 matching lines...) Expand 10 before | Expand all | Expand 10 after
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() {}
69
68 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { 70 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) {
71 #ifndef NDEBUG
72 // Set the background clear color to bright green for debugging purposes.
73 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
74 #else
75 // Set the background clear color to black.
76 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
77 #endif
joedow 2016/12/22 00:29:02 Can you reuse the Clear() method after everything
nicholss 2017/01/09 18:50:23 removing the clear function
78
69 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_); 79 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_);
70 80
71 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); 81 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert);
72 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); 82 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag);
73 program_ = CreateProgram(vertex_shader_, fragment_shader_); 83 program_ = CreateProgram(vertex_shader_, fragment_shader_);
74 glUseProgram(program_); 84 glUseProgram(program_);
75 85
76 transform_location_ = glGetUniformLocation(program_, "u_transform"); 86 transform_location_ = glGetUniformLocation(program_, "u_transform");
77 view_size_location_ = glGetUniformLocation(program_, "u_viewSize"); 87 view_size_location_ = glGetUniformLocation(program_, "u_viewSize");
78 texture_location_ = glGetUniformLocation(program_, "u_texture"); 88 texture_location_ = glGetUniformLocation(program_, "u_texture");
79 alpha_multiplier_location_ = 89 alpha_multiplier_location_ =
80 glGetUniformLocation(program_, "u_alpha_multiplier"); 90 glGetUniformLocation(program_, "u_alpha_multiplier");
81 position_location_ = glGetAttribLocation(program_, "a_position"); 91 position_location_ = glGetAttribLocation(program_, "a_position");
82 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord"); 92 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord");
83 glEnableVertexAttribArray(position_location_); 93 glEnableVertexAttribArray(position_location_);
84 glEnableVertexAttribArray(tex_cord_location_); 94 glEnableVertexAttribArray(tex_cord_location_);
85 glEnable(GL_BLEND); 95 glEnable(GL_BLEND);
86 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 gl_constructed_ = true;
87 } 98 }
88 99
89 GlCanvas::~GlCanvas() { 100 GlCanvas::~GlCanvas() {
90 DCHECK(thread_checker_.CalledOnValidThread()); 101 if (gl_constructed_) {
Yuwei 2016/12/21 23:41:58 If you have a separate GlCanvas interface then I d
joedow 2016/12/22 00:29:02 This feels a bit odd. Is there a way to guarantee
nicholss 2016/12/22 16:21:41 It is odd because this is not dependency injection
joedow 2016/12/22 19:18:09 I don't think DI is required to prevent having tes
Sergey Ulanov 2016/12/22 22:38:45 In this case I don't think we need any of it. It s
nicholss 2017/01/09 18:50:23 I would prefer to not test OpenGL and the renderer
nicholss 2017/01/09 18:50:24 I added an interface and moved to a more dependenc
Yuwei 2017/01/09 20:28:51 The previous tests work based on these preconditio
91 glDisable(GL_BLEND); 102 DCHECK(thread_checker_.CalledOnValidThread());
92 glDisableVertexAttribArray(tex_cord_location_); 103 glDisable(GL_BLEND);
93 glDisableVertexAttribArray(position_location_); 104 glDisableVertexAttribArray(tex_cord_location_);
94 glDeleteProgram(program_); 105 glDisableVertexAttribArray(position_location_);
95 glDeleteShader(vertex_shader_); 106 glDeleteProgram(program_);
96 glDeleteShader(fragment_shader_); 107 glDeleteShader(vertex_shader_);
108 glDeleteShader(fragment_shader_);
109 }
97 } 110 }
98 111
99 void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) { 112 void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) {
100 DCHECK(thread_checker_.CalledOnValidThread()); 113 DCHECK(thread_checker_.CalledOnValidThread());
101 std::array<float, 9> transposed_matrix = matrix; 114 std::array<float, 9> transposed_matrix = matrix;
102 TransposeTransformationMatrix(&transposed_matrix); 115 TransposeTransformationMatrix(&transposed_matrix);
103 glUniformMatrix3fv(transform_location_, 1, GL_FALSE, 116 glUniformMatrix3fv(transform_location_, 1, GL_FALSE,
104 transposed_matrix.data()); 117 transposed_matrix.data());
105 transformation_set_ = true; 118 transformation_set_ = true;
106 } 119 }
107 120
108 void GlCanvas::SetViewSize(int width, int height) { 121 void GlCanvas::SetViewSize(int width, int height) {
109 DCHECK(width > 0 && height > 0); 122 DCHECK(width > 0 && height > 0);
110 glViewport(0, 0, width, height); 123 glViewport(0, 0, width, height);
111 float view_size[2] {width, height}; 124 float view_size[2] {width, height};
112 glUniform2fv(view_size_location_, 1, view_size); 125 glUniform2fv(view_size_location_, 1, view_size);
113 view_size_set_ = true; 126 view_size_set_ = true;
114 } 127 }
115 128
129 void GlCanvas::Clear() {
130 glClear(GL_COLOR_BUFFER_BIT);
Yuwei 2016/12/21 23:41:58 glClearColor only specifies the color and glClear
nicholss 2017/01/09 18:50:24 Fixed.
131
132 #ifndef NDEBUG
133 // Set the background clear color to bright green for debugging purposes.
134 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
135 #endif
Yuwei 2016/12/21 23:41:58 Why is the NDEBUG case not here?
136 }
137
116 void GlCanvas::DrawTexture(int texture_id, 138 void GlCanvas::DrawTexture(int texture_id,
117 GLuint texture_handle, 139 GLuint texture_handle,
118 GLuint vertex_buffer, 140 GLuint vertex_buffer,
119 float alpha_multiplier) { 141 float alpha_multiplier) {
120 DCHECK(thread_checker_.CalledOnValidThread()); 142 DCHECK(thread_checker_.CalledOnValidThread());
121 if (!view_size_set_ || !transformation_set_) { 143 if (!view_size_set_ || !transformation_set_) {
122 return; 144 return;
123 } 145 }
124 glActiveTexture(GL_TEXTURE0 + texture_id); 146 glActiveTexture(GL_TEXTURE0 + texture_id);
125 glBindTexture(GL_TEXTURE_2D, texture_handle); 147 glBindTexture(GL_TEXTURE_2D, texture_handle);
(...skipping 12 matching lines...) Expand all
138 } 160 }
139 161
140 int GlCanvas::GetGlVersion() const { 162 int GlCanvas::GetGlVersion() const {
141 return gl_version_; 163 return gl_version_;
142 } 164 }
143 165
144 int GlCanvas::GetMaxTextureSize() const { 166 int GlCanvas::GetMaxTextureSize() const {
145 return max_texture_size_; 167 return max_texture_size_;
146 } 168 }
147 169
170 GlCanvas* GlCanvas::CreateGlCanvas(int gl_version) {
171 if (gl_version > 0) {
172 return new GlCanvas(gl_version);
173 } else {
174 return new FakeGlCanvas();
joedow 2016/12/22 00:29:01 I don't think this logic should be included in pro
nicholss 2017/01/09 18:50:23 Removing.
175 }
176 }
177
148 } // namespace remoting 178 } // namespace remoting
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