Index: chrome/browser/android/vr_shell/vr_controller_model.cc |
diff --git a/chrome/browser/android/vr_shell/vr_controller_model.cc b/chrome/browser/android/vr_shell/vr_controller_model.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..abb4b76132847a0c60dec99dfe6743f7555d9b7d |
--- /dev/null |
+++ b/chrome/browser/android/vr_shell/vr_controller_model.cc |
@@ -0,0 +1,113 @@ |
+// Copyright 2017 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 "chrome/browser/android/vr_shell/vr_controller_model.h" |
+ |
+namespace vr_shell { |
+ |
+namespace { |
+ |
+enum { |
+ ELEMENTS_BUFFER_ID = 0, |
+ INDICES_BUFFER_ID = 1, |
+}; |
+ |
+constexpr char kPosition[] = "POSITION"; |
+constexpr char kTextCoord[] = "TEXCOORD_0"; |
+ |
+} // namespace |
+ |
+constexpr char const VrControllerModel::kComponentName[]; |
+constexpr char const VrControllerModel::kDefaultVersion[]; |
+constexpr char const VrControllerModel::kModelsDirectory[]; |
+constexpr char const VrControllerModel::kModelFilename[]; |
+constexpr char const VrControllerModel::kTexturesDirectory[]; |
+constexpr char const* VrControllerModel::kTextureFilenames[]; |
+ |
+VrControllerModel::VrControllerModel(std::unique_ptr<gltf::Asset> gltf_asset) |
+ : gltf_asset_(std::move(gltf_asset)), |
+ texture_bitmaps_(State::STATE_COUNT) {} |
+ |
+VrControllerModel::~VrControllerModel() = default; |
+ |
+const GLvoid* VrControllerModel::ElementsBuffer() const { |
+ const gltf::BufferView* buffer_view = |
bajones
2017/03/29 17:38:58
The elements buffer and indices buffer are somethi
acondor_
2017/03/29 20:13:26
Actually, they are used just once (during SetUp ca
|
+ gltf_asset_->GetBufferView(ELEMENTS_BUFFER_ID); |
+ DCHECK(buffer_view && buffer_view->target == GL_ARRAY_BUFFER); |
+ return Buffer() + buffer_view->byte_offset; |
+} |
+ |
+GLsizeiptr VrControllerModel::ElementsBufferSize() const { |
+ const gltf::BufferView* buffer_view = |
+ gltf_asset_->GetBufferView(ELEMENTS_BUFFER_ID); |
+ DCHECK(buffer_view && buffer_view->target == GL_ARRAY_BUFFER); |
+ return buffer_view->byte_length; |
+} |
+ |
+const GLvoid* VrControllerModel::IndicesBuffer() const { |
+ const gltf::BufferView* buffer_view = |
+ gltf_asset_->GetBufferView(INDICES_BUFFER_ID); |
+ DCHECK(buffer_view && buffer_view->target == GL_ELEMENT_ARRAY_BUFFER); |
+ return Buffer() + buffer_view->byte_offset; |
+} |
+ |
+GLsizeiptr VrControllerModel::IndicesBufferSize() const { |
+ const gltf::BufferView* buffer_view = |
+ gltf_asset_->GetBufferView(INDICES_BUFFER_ID); |
+ DCHECK(buffer_view && buffer_view->target == GL_ELEMENT_ARRAY_BUFFER); |
+ return buffer_view->byte_length; |
+} |
+ |
+GLenum VrControllerModel::DrawMode() const { |
+ const gltf::Mesh* mesh = gltf_asset_->GetMesh(0); |
+ DCHECK(mesh && mesh->primitives.size()); |
+ return mesh->primitives[0]->mode; |
+} |
+ |
+const gltf::Accessor* VrControllerModel::IndicesAccessor() const { |
+ const gltf::Mesh* mesh = gltf_asset_->GetMesh(0); |
+ DCHECK(mesh && mesh->primitives.size()); |
+ return mesh->primitives[0]->indices; |
+} |
+ |
+const gltf::Accessor* VrControllerModel::PositionAccessor() const { |
+ return Accessor(kPosition); |
+} |
+ |
+const gltf::Accessor* VrControllerModel::TextureCoordinateAccessor() const { |
+ return Accessor(kTextCoord); |
+} |
+ |
+void VrControllerModel::SetTexture(int state, |
+ std::unique_ptr<SkBitmap> bitmap) { |
+ DCHECK(state >= 0 && state < STATE_COUNT); |
+ texture_bitmaps_[state] = std::move(bitmap); |
+} |
+ |
+const SkBitmap* VrControllerModel::GetTexture(int state) const { |
+ DCHECK(state >= 0 && state < STATE_COUNT); |
+ return texture_bitmaps_[state].get(); |
+} |
+ |
+void VrControllerModel::Free() { |
+ gltf_asset_->FreeBuffers(); |
+ texture_bitmaps_.clear(); |
+} |
+ |
+const char* VrControllerModel::Buffer() const { |
+ const gltf::Buffer* buffer = gltf_asset_->GetBuffer(0); |
+ DCHECK(buffer); |
+ return buffer->data(); |
+} |
+ |
+const gltf::Accessor* VrControllerModel::Accessor( |
+ const std::string& key) const { |
+ const gltf::Mesh* mesh = gltf_asset_->GetMesh(0); |
+ DCHECK(mesh && mesh->primitives.size()); |
+ auto it = mesh->primitives[0]->attributes.find(key); |
bajones
2017/03/29 17:38:58
Same goes for the accessor, but even more so. Doin
acondor_
2017/03/29 20:13:26
No need with the new approach on the Renderer.
|
+ DCHECK(it != mesh->primitives[0]->attributes.begin()); |
+ return it->second; |
+} |
+ |
+} // namespace vr_shell |