Index: remoting/client/gl_canvas.cc |
diff --git a/remoting/client/gl_canvas.cc b/remoting/client/gl_canvas.cc |
deleted file mode 100644 |
index 0a49f13ec26b8f404700d8aa31a9cbf5605f2fed..0000000000000000000000000000000000000000 |
--- a/remoting/client/gl_canvas.cc |
+++ /dev/null |
@@ -1,148 +0,0 @@ |
-// Copyright 2016 The Chromium Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-#include "remoting/client/gl_canvas.h" |
- |
-#include "base/logging.h" |
-#include "remoting/client/gl_helpers.h" |
-#include "remoting/client/gl_math.h" |
- |
-namespace { |
- |
-const int kVertexSize = 2; |
-const int kVertexCount = 4; |
- |
-const char kTexCoordToViewVert[] = |
- // Region of the texture to be used (normally the whole texture). |
- "varying vec2 v_texCoord;\n" |
- "attribute vec2 a_texCoord;\n" |
- |
- // Position to draw the texture on the canvas. |
- "attribute vec2 a_position;\n" |
- |
- // Defines the zoom and pan configurations of the canvas. |
- "uniform mat3 u_transform;\n" |
- |
- // Size of the view in pixel. |
- "uniform vec2 u_viewSize;\n" |
- |
- // This matrix translates normalized texture coordinates |
- // ([0, 1] starting at upper-left corner) to the view coordinates |
- // ([-1, 1] starting at the center of the screen). |
- // Note that the matrix is defined in column-major order. |
- "const mat3 tex_to_view = mat3(2, 0, 0,\n" |
- " 0, -2, 0,\n" |
- " -1, 1, 0);\n" |
- "void main() {\n" |
- " v_texCoord = a_texCoord;\n" |
- |
- // Transforms coordinates related to the canvas to coordinates |
- // related to the view. |
- " vec3 trans_position = u_transform * vec3(a_position, 1.0);\n" |
- |
- // Normalize the position by the size of the view. |
- " trans_position.xy /= u_viewSize;\n" |
- |
- // Transforms texture coordinates to view coordinates and adds |
- // projection component 1. |
- " gl_Position = vec4(tex_to_view * trans_position, 1.0);\n" |
- "}"; |
- |
-const char kDrawTexFrag[] = |
- "precision mediump float;\n" |
- |
- // Region on the texture to be used (normally the whole texture). |
- "varying vec2 v_texCoord;\n" |
- "uniform sampler2D u_texture;\n" |
- "uniform float u_alpha_multiplier;\n" |
- "void main() {\n" |
- " gl_FragColor = texture2D(u_texture, v_texCoord);\n" |
- " gl_FragColor.a *= u_alpha_multiplier;\n" |
- "}"; |
- |
-} // namespace |
- |
-namespace remoting { |
- |
-GlCanvas::GlCanvas(int gl_version) : gl_version_(gl_version) { |
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size_); |
- |
- vertex_shader_ = CompileShader(GL_VERTEX_SHADER, kTexCoordToViewVert); |
- fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, kDrawTexFrag); |
- program_ = CreateProgram(vertex_shader_, fragment_shader_); |
- glUseProgram(program_); |
- |
- transform_location_ = glGetUniformLocation(program_, "u_transform"); |
- view_size_location_ = glGetUniformLocation(program_, "u_viewSize"); |
- texture_location_ = glGetUniformLocation(program_, "u_texture"); |
- alpha_multiplier_location_ = |
- glGetUniformLocation(program_, "u_alpha_multiplier"); |
- position_location_ = glGetAttribLocation(program_, "a_position"); |
- tex_cord_location_ = glGetAttribLocation(program_, "a_texCoord"); |
- glEnableVertexAttribArray(position_location_); |
- glEnableVertexAttribArray(tex_cord_location_); |
- glEnable(GL_BLEND); |
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
-} |
- |
-GlCanvas::~GlCanvas() { |
- DCHECK(thread_checker_.CalledOnValidThread()); |
- glDisable(GL_BLEND); |
- glDisableVertexAttribArray(tex_cord_location_); |
- glDisableVertexAttribArray(position_location_); |
- glDeleteProgram(program_); |
- glDeleteShader(vertex_shader_); |
- glDeleteShader(fragment_shader_); |
-} |
- |
-void GlCanvas::SetTransformationMatrix(const std::array<float, 9>& matrix) { |
- DCHECK(thread_checker_.CalledOnValidThread()); |
- std::array<float, 9> transposed_matrix = matrix; |
- TransposeTransformationMatrix(&transposed_matrix); |
- glUniformMatrix3fv(transform_location_, 1, GL_FALSE, |
- transposed_matrix.data()); |
- transformation_set_ = true; |
-} |
- |
-void GlCanvas::SetViewSize(int width, int height) { |
- DCHECK(width > 0 && height > 0); |
- glViewport(0, 0, width, height); |
- float view_size[2] {width, height}; |
- glUniform2fv(view_size_location_, 1, view_size); |
- view_size_set_ = true; |
-} |
- |
-void GlCanvas::DrawTexture(int texture_id, |
- GLuint texture_handle, |
- GLuint vertex_buffer, |
- float alpha_multiplier) { |
- DCHECK(thread_checker_.CalledOnValidThread()); |
- if (!view_size_set_ || !transformation_set_) { |
- return; |
- } |
- glActiveTexture(GL_TEXTURE0 + texture_id); |
- glBindTexture(GL_TEXTURE_2D, texture_handle); |
- glUniform1i(texture_location_, texture_id); |
- glUniform1f(alpha_multiplier_location_, alpha_multiplier); |
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
- |
- glVertexAttribPointer(position_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
- 0); |
- glVertexAttribPointer(tex_cord_location_, kVertexSize, GL_FLOAT, GL_FALSE, 0, |
- static_cast<float*>(0) + kVertexSize * kVertexCount); |
- |
- glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount); |
- glBindBuffer(GL_ARRAY_BUFFER, 0); |
- glBindTexture(GL_TEXTURE_2D, 0); |
-} |
- |
-int GlCanvas::GetGlVersion() const { |
- return gl_version_; |
-} |
- |
-int GlCanvas::GetMaxTextureSize() const { |
- return max_texture_size_; |
-} |
- |
-} // namespace remoting |