Chromium Code Reviews| Index: chrome/browser/android/vr_shell/vr_shell_renderer.cc |
| diff --git a/chrome/browser/android/vr_shell/vr_shell_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_renderer.cc |
| index 7951074d0453fedd5f9c2eba49fefdeb4030a37e..9024e0847ba19936fafddcd34b42759972c5b44c 100644 |
| --- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc |
| +++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc |
| @@ -75,6 +75,7 @@ const char* GetShaderSource(vr_shell::ShaderID shader) { |
| case vr_shell::ShaderID::RETICLE_VERTEX_SHADER: |
| case vr_shell::ShaderID::LASER_VERTEX_SHADER: |
| case vr_shell::ShaderID::CONTROLLER_VERTEX_SHADER: |
| + case vr_shell::ShaderID::SKIA_QUAD_VERTEX_SHADER: |
| return SHADER( |
| /* clang-format off */ |
| uniform mat4 u_ModelViewProjMatrix; |
| @@ -119,6 +120,24 @@ const char* GetShaderSource(vr_shell::ShaderID shader) { |
| gl_FragColor = vec4(color.xyz, color.w * opacity); |
| } |
| /* clang-format on */); |
| + case vr_shell::ShaderID::SKIA_QUAD_FRAGMENT_SHADER: |
| + return OEIE_SHADER( |
| + /* clang-format off */ |
| + precision highp float; |
| + uniform sampler2D u_Texture; |
| + uniform vec4 u_CopyRect; // rectangle |
| + varying vec2 v_TexCoordinate; |
| + uniform lowp vec4 color; |
| + uniform mediump float opacity; |
| + |
| + void main() { |
| + vec2 scaledTex = |
| + vec2(u_CopyRect[0] + v_TexCoordinate.x * u_CopyRect[2], |
| + u_CopyRect[1] + v_TexCoordinate.y * u_CopyRect[3]); |
| + lowp vec4 color = texture2D(u_Texture, scaledTex); |
| + gl_FragColor = vec4(color.xyz, color.w * opacity); |
| + } |
| + /* clang-format on */); |
| case vr_shell::ShaderID::WEBVR_VERTEX_SHADER: |
| return SHADER( |
| /* clang-format off */ |
| @@ -398,6 +417,71 @@ void TexturedQuadRenderer::Flush() { |
| TexturedQuadRenderer::~TexturedQuadRenderer() = default; |
| +SkiaQuadRenderer::SkiaQuadRenderer() |
| + : BaseQuadRenderer(SKIA_QUAD_VERTEX_SHADER, |
| + SKIA_QUAD_FRAGMENT_SHADER) { |
| + model_view_proj_matrix_handle_ = |
| + glGetUniformLocation(program_handle_, "u_ModelViewProjMatrix"); |
| + tex_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture"); |
| + copy_rect_uniform_handle_ = |
| + glGetUniformLocation(program_handle_, "u_CopyRect"); |
| + opacity_handle_ = glGetUniformLocation(program_handle_, "opacity"); |
| +} |
| + |
| +void SkiaQuadRenderer::Draw(int texture_data_handle, |
|
cjgrant
2017/04/19 16:24:52
This is Flush(), refactored into a queue-less equi
|
| + const vr::Mat4f& view_proj_matrix, |
| + const gfx::RectF& copy_rect, |
| + float opacity) { |
| + TexturedQuad quad; |
| + quad.texture_data_handle = texture_data_handle; |
| + quad.view_proj_matrix = view_proj_matrix; |
| + quad.copy_rect = {copy_rect.x(), copy_rect.y(), copy_rect.width(), |
| + copy_rect.height()}; |
| + quad.opacity = opacity; |
| + |
| + // Set up GL state that doesn't change between draw calls. |
| + glUseProgram(program_handle_); |
| + |
| + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
| + |
| + // Set up position attribute. |
| + glVertexAttribPointer(position_handle_, kPositionDataSize, GL_FLOAT, false, |
| + kTextureQuadDataStride, |
| + VOID_OFFSET(kPositionDataOffset)); |
| + glEnableVertexAttribArray(position_handle_); |
| + |
| + // Set up texture coordinate attribute. |
| + glVertexAttribPointer(tex_coord_handle_, kTextureCoordinateDataSize, GL_FLOAT, |
| + false, kTextureQuadDataStride, |
| + VOID_OFFSET(kTextureCoordinateDataOffset)); |
| + glEnableVertexAttribArray(tex_coord_handle_); |
| + |
| + glEnable(GL_BLEND); |
| + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| + |
| + // Link texture data with texture unit. |
| + glActiveTexture(GL_TEXTURE0); |
| + glUniform1i(tex_uniform_handle_, 0); |
| + |
| + glBindTexture(GL_TEXTURE_EXTERNAL_OES, quad.texture_data_handle); |
| + glUniform1f(opacity_handle_, quad.opacity); |
| + |
| + // Pass in model view project matrix. |
| + glUniformMatrix4fv(model_view_proj_matrix_handle_, 1, false, |
| + MatrixToGLArray(quad.view_proj_matrix).data()); |
| + |
| + // Pass in the copy rect. |
| + glUniform4fv(copy_rect_uniform_handle_, 1, |
| + reinterpret_cast<const float*>(&quad.copy_rect)); |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, kVerticesNumber); |
| + |
| + glDisableVertexAttribArray(position_handle_); |
| + glDisableVertexAttribArray(tex_coord_handle_); |
| +} |
| + |
| +SkiaQuadRenderer::~SkiaQuadRenderer() = default; |
| + |
| WebVrRenderer::WebVrRenderer() |
| : BaseQuadRenderer(WEBVR_VERTEX_SHADER, WEBVR_FRAGMENT_SHADER) { |
| tex_uniform_handle_ = glGetUniformLocation(program_handle_, "u_Texture"); |