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