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Side by Side Diff: remoting/client/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.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "remoting/client/gl_canvas.h"
6
7 #include "base/logging.h"
8 #include "remoting/client/gl_helpers.h"
9 #include "remoting/client/gl_math.h"
10
11 namespace {
12
13 const int kVertexSize = 2;
14 const int kVertexCount = 4;
15
16 const char kTexCoordToViewVert[] =
17 // Region of the texture to be used (normally the whole texture).
18 "varying vec2 v_texCoord;\n"
19 "attribute vec2 a_texCoord;\n"
20
21 // Position to draw the texture on the canvas.
22 "attribute vec2 a_position;\n"
23
24 // Defines the zoom and pan configurations of the canvas.
25 "uniform mat3 u_transform;\n"
26
27 // Size of the view in pixel.
28 "uniform vec2 u_viewSize;\n"
29
30 // This matrix translates normalized texture coordinates
31 // ([0, 1] starting at upper-left corner) to the view coordinates
32 // ([-1, 1] starting at the center of the screen).
33 // Note that the matrix is defined in column-major order.
34 "const mat3 tex_to_view = mat3(2, 0, 0,\n"
35 " 0, -2, 0,\n"
36 " -1, 1, 0);\n"
37 "void main() {\n"
38 " v_texCoord = a_texCoord;\n"
39
40 // Transforms coordinates related to the canvas to coordinates
41 // related to the view.
42 " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n"
43
44 // Normalize the position by the size of the view.
45 " trans_position.xy /= u_viewSize;\n"
46
47 // Transforms texture coordinates to view coordinates and adds
48 // projection component 1.
49 " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n"
50 "}";
51
52 const char kDrawTexFrag[] =
53 "precision mediump float;\n"
54
55 // Region on the texture to be used (normally the whole texture).
56 "varying vec2 v_texCoord;\n"
57 "uniform sampler2D u_texture;\n"
58 "uniform float u_alpha_multiplier;\n"
59 "void main() {\n"
60 " gl_FragColor = texture2D(u_texture, v_texCoord);\n"
61 " gl_FragColor.a *= u_alpha_multiplier;\n"
62 "}";
63
64 } // namespace
65
66 namespace remoting {
67
68 GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) {
69 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_);
70
71 vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert);
72 fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag);
73 program_ = CreateProgram(vertex_shader_, fragment_shader_);
74 glUseProgram(program_);
75
76 transform_location_ = glGetUniformLocation(program_, "u_transform");
77 view_size_location_ = glGetUniformLocation(program_, "u_viewSize");
78 texture_location_ = glGetUniformLocation(program_, "u_texture");
79 alpha_multiplier_location_ =
80 glGetUniformLocation(program_, "u_alpha_multiplier");
81 position_location_ = glGetAttribLocation(program_, "a_position");
82 tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord");
83 glEnableVertexAttribArray(position_location_);
84 glEnableVertexAttribArray(tex_cord_location_);
85 glEnable(GL_BLEND);
86 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
87 }
88
89 GlCanvas::~GlCanvas() {
90 DCHECK(thread_checker_.CalledOnValidThread());
91 glDisable(GL_BLEND);
92 glDisableVertexAttribArray(tex_cord_location_);
93 glDisableVertexAttribArray(position_location_);
94 glDeleteProgram(program_);
95 glDeleteShader(vertex_shader_);
96 glDeleteShader(fragment_shader_);
97 }
98
99 void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) {
100 DCHECK(thread_checker_.CalledOnValidThread());
101 std::array<float, 9> transposed_matrix = matrix;
102 TransposeTransformationMatrix(&transposed_matrix);
103 glUniformMatrix3fv(transform_location_, 1, GL_FALSE,
104 transposed_matrix.data());
105 transformation_set_ = true;
106 }
107
108 void GlCanvas::SetViewSize(int width, int height) {
109 DCHECK(width > 0 && height > 0);
110 glViewport(0, 0, width, height);
111 float view_size[2] {width, height};
112 glUniform2fv(view_size_location_, 1, view_size);
113 view_size_set_ = true;
114 }
115
116 void GlCanvas::DrawTexture(int texture_id,
117 GLuint texture_handle,
118 GLuint vertex_buffer,
119 float alpha_multiplier) {
120 DCHECK(thread_checker_.CalledOnValidThread());
121 if (!view_size_set_ || !transformation_set_) {
122 return;
123 }
124 glActiveTexture(GL_TEXTURE0 + texture_id);
125 glBindTexture(GL_TEXTURE_2D, texture_handle);
126 glUniform1i(texture_location_, texture_id);
127 glUniform1f(alpha_multiplier_location_, alpha_multiplier);
128 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
129
130 glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
131 0);
132 glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0,
133 static_cast<float*>(0) + kVertexSize * kVertexCount);
134
135 glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount);
136 glBindBuffer(GL_ARRAY_BUFFER, 0);
137 glBindTexture(GL_TEXTURE_2D, 0);
138 }
139
140 int GlCanvas::GetGlVersion() const {
141 return gl_version_;
142 }
143
144 int GlCanvas::GetMaxTextureSize() const {
145 return max_texture_size_;
146 }
147
148 } // namespace remoting
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