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

Issue 2614443003: Moving the GL implementation details into a sub folder for client display. (Closed)
Patch Set: Adding deps restriction on r/c/display; Moving sys_opengl.h Created 3 years, 11 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/display/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/display/gl_helpers.h"
9 #include "remoting/client/gl_math.h" 9 #include "remoting/client/display/gl_math.h"
10 10
11 namespace { 11 namespace {
12 12
13 const int kVertexSize = 2; 13 const int kVertexSize = 2;
14 const int kVertexCount = 4; 14 const int kVertexCount = 4;
15 15
16 const char kTexCoordToViewVert[] = 16 const char kTexCoordToViewVert[] =
17 // Region of the texture to be used (normally the whole texture). 17 // Region of the texture to be used (normally the whole texture).
18 "varying vec2 v_texCoord;\n" 18 "varying vec2 v_texCoord;\n"
19 "attribute vec2 a_texCoord;\n" 19 "attribute vec2 a_texCoord;\n"
(...skipping 10 matching lines...) Expand all
30 // This matrix translates normalized texture coordinates 30 // This matrix translates normalized texture coordinates
31 // ([0, 1] starting at upper-left corner) to the view coordinates 31 // ([0, 1] starting at upper-left corner) to the view coordinates
32 // ([-1, 1] starting at the center of the screen). 32 // ([-1, 1] starting at the center of the screen).
33 // Note that the matrix is defined in column-major order. 33 // Note that the matrix is defined in column-major order.
34 "const mat3 tex_to_view = mat3(2, 0, 0,\n" 34 "const mat3 tex_to_view = mat3(2, 0, 0,\n"
35 " 0, -2, 0,\n" 35 " 0, -2, 0,\n"
36 " -1, 1, 0);\n" 36 " -1, 1, 0);\n"
37 "void main() {\n" 37 "void main() {\n"
38 " v_texCoord = a_texCoord;\n" 38 " v_texCoord = a_texCoord;\n"
39 39
40 // Transforms coordinates related to the canvas to coordinates 40 // Transforms coordinates related to the canvas to coordinates
41 // related to the view. 41 // related to the view.
42 " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n" 42 " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n"
43 43
44 // Normalize the position by the size of the view. 44 // Normalize the position by the size of the view.
45 " trans_position.xy /= u_viewSize;\n" 45 " trans_position.xy /= u_viewSize;\n"
46 46
47 // Transforms texture coordinates to view coordinates and adds 47 // Transforms texture coordinates to view coordinates and adds
48 // projection component 1. 48 // projection component 1.
49 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n" 49 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n"
50 "}"; 50 "}";
51 51
52 const char kDrawTexFrag[] = 52 const char kDrawTexFrag[] =
53 "precision mediump float;\n" 53 "precision mediump float;\n"
54 54
55 // Region on the texture to be used (normally the whole texture). 55 // Region on the texture to be used (normally the whole texture).
56 "varying vec2 v_texCoord;\n" 56 "varying vec2 v_texCoord;\n"
57 "uniform sampler2D u_texture;\n" 57 "uniform sampler2D u_texture;\n"
58 "uniform float u_alpha_multiplier;\n" 58 "uniform float u_alpha_multiplier;\n"
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101 std::array<float, 9> transposed_matrix = matrix; 101 std::array<float, 9> transposed_matrix = matrix;
102 TransposeTransformationMatrix(&transposed_matrix); 102 TransposeTransformationMatrix(&transposed_matrix);
103 glUniformMatrix3fv(transform_location_, 1, GL_FALSE, 103 glUniformMatrix3fv(transform_location_, 1, GL_FALSE,
104 transposed_matrix.data()); 104 transposed_matrix.data());
105 transformation_set_ = true; 105 transformation_set_ = true;
106 } 106 }
107 107
108 void GlCanvas::SetViewSize(int width, int height) { 108 void GlCanvas::SetViewSize(int width, int height) {
109 DCHECK(width > 0 && height > 0); 109 DCHECK(width > 0 && height > 0);
110 glViewport(0, 0, width, height); 110 glViewport(0, 0, width, height);
111 float view_size[2] {width, height}; 111 float view_size[2]{width, height};
112 glUniform2fv(view_size_location_, 1, view_size); 112 glUniform2fv(view_size_location_, 1, view_size);
113 view_size_set_ = true; 113 view_size_set_ = true;
114 } 114 }
115 115
116 void GlCanvas::DrawTexture(int texture_id, 116 void GlCanvas::DrawTexture(int texture_id,
117 GLuint texture_handle, 117 GLuint texture_handle,
118 GLuint vertex_buffer, 118 GLuint vertex_buffer,
119 float alpha_multiplier) { 119 float alpha_multiplier) {
120 DCHECK(thread_checker_.CalledOnValidThread()); 120 DCHECK(thread_checker_.CalledOnValidThread());
121 if (!view_size_set_ || !transformation_set_) { 121 if (!view_size_set_ || !transformation_set_) {
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139 139
140 int GlCanvas::GetGlVersion() const { 140 int GlCanvas::GetGlVersion() const {
141 return gl_version_; 141 return gl_version_;
142 } 142 }
143 143
144 int GlCanvas::GetMaxTextureSize() const { 144 int GlCanvas::GetMaxTextureSize() const {
145 return max_texture_size_; 145 return max_texture_size_;
146 } 146 }
147 147
148 } // namespace remoting 148 } // namespace remoting
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