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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 |
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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"); |
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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) { |
109 DCHECK(width > 0 && height > 0); | 121 DCHECK(width > 0 && height > 0); |
110 glViewport(0, 0, width, height); | 122 glViewport(0, 0, width, height); |
111 float view_size[2]{width, height}; | 123 float view_size[2]{width, height}; |
112 glUniform2fv(view_size_location_, 1, view_size); | 124 glUniform2fv(view_size_location_, 1, view_size); |
113 view_size_set_ = true; | 125 view_size_set_ = true; |
114 } | 126 } |
115 | 127 |
116 void GlCanvas::DrawTexture(int texture_id, | 128 void GlCanvas::DrawTexture(int texture_id, |
117 GLuint texture_handle, | 129 int texture_handle, |
118 GLuint vertex_buffer, | 130 int vertex_buffer, |
119 float alpha_multiplier) { | 131 float alpha_multiplier) { |
120 DCHECK(thread_checker_.CalledOnValidThread()); | 132 DCHECK(thread_checker_.CalledOnValidThread()); |
121 if (!view_size_set_ || !transformation_set_) { | 133 if (!view_size_set_ || !transformation_set_) { |
122 return; | 134 return; |
123 } | 135 } |
124 glActiveTexture(GL_TEXTURE0 + texture_id); | 136 glActiveTexture(GL_TEXTURE0 + texture_id); |
125 glBindTexture(GL_TEXTURE_2D, texture_handle); | 137 glBindTexture(GL_TEXTURE_2D, texture_handle); |
126 glUniform1i(texture_location_, texture_id); | 138 glUniform1i(texture_location_, texture_id); |
127 glUniform1f(alpha_multiplier_location_, alpha_multiplier); | 139 glUniform1f(alpha_multiplier_location_, alpha_multiplier); |
128 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | 140 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
129 | 141 |
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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