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Side by Side Diff: chrome/browser/android/vr_shell/vr_controller_model.cc

Issue 2891243002: VR: Loading DD controller model after GL is initialized (Closed)
Patch Set: doing texture patching on background task Created 3 years, 7 months ago
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1 // Copyright 2017 The Chromium Authors. All rights reserved. 1 // Copyright 2017 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "chrome/browser/android/vr_shell/vr_controller_model.h" 5 #include "chrome/browser/android/vr_shell/vr_controller_model.h"
6 6
7 #include "base/memory/ptr_util.h" 7 #include "base/memory/ptr_util.h"
8 #include "base/trace_event/trace_event.h"
8 #include "chrome/browser/android/vr_shell/gltf_parser.h" 9 #include "chrome/browser/android/vr_shell/gltf_parser.h"
9 #include "chrome/grit/browser_resources.h" 10 #include "chrome/grit/browser_resources.h"
10 #include "third_party/skia/include/core/SkCanvas.h" 11 #include "third_party/skia/include/core/SkCanvas.h"
11 #include "third_party/skia/include/core/SkRect.h" 12 #include "third_party/skia/include/core/SkRect.h"
12 #include "third_party/skia/include/core/SkSurface.h" 13 #include "third_party/skia/include/core/SkSurface.h"
13 #include "ui/base/resource/resource_bundle.h" 14 #include "ui/base/resource/resource_bundle.h"
14 #include "ui/gfx/codec/png_codec.h" 15 #include "ui/gfx/codec/png_codec.h"
15 16
16 namespace vr_shell { 17 namespace vr_shell {
17 18
(...skipping 82 matching lines...) Expand 10 before | Expand all | Expand 10 after
100 } 101 }
101 102
102 const gltf::Accessor* VrControllerModel::TextureCoordinateAccessor() const { 103 const gltf::Accessor* VrControllerModel::TextureCoordinateAccessor() const {
103 return Accessor(kTexCoord); 104 return Accessor(kTexCoord);
104 } 105 }
105 106
106 void VrControllerModel::SetBaseTexture(sk_sp<SkImage> image) { 107 void VrControllerModel::SetBaseTexture(sk_sp<SkImage> image) {
107 base_texture_ = image; 108 base_texture_ = image;
108 } 109 }
109 110
110 void VrControllerModel::SetTexturePatch(int state, sk_sp<SkImage> image) { 111 void VrControllerModel::SetTexture(int state, sk_sp<SkImage> patch) {
111 DCHECK(state >= 0 && state < STATE_COUNT); 112 DCHECK(state >= 0 && state < STATE_COUNT);
112 patches_[state] = image; 113 if (!patch) {
113 } 114 textures_[state] = base_texture_;
114 115 return;
115 sk_sp<SkImage> VrControllerModel::GetTexture(int state) const { 116 }
116 if (!patches_[state])
117 return base_texture_;
118 sk_sp<SkSurface> surface = SkSurface::MakeRasterN32Premul( 117 sk_sp<SkSurface> surface = SkSurface::MakeRasterN32Premul(
119 base_texture_->width(), base_texture_->height()); 118 base_texture_->width(), base_texture_->height());
120 SkCanvas* canvas = surface->getCanvas(); 119 SkCanvas* canvas = surface->getCanvas();
121 canvas->drawImage(base_texture_, 0, 0); 120 canvas->drawImage(base_texture_, 0, 0);
122 SkPaint paint; 121 SkPaint paint;
123 paint.setBlendMode(SkBlendMode::kSrc); 122 paint.setBlendMode(SkBlendMode::kSrc);
124 canvas->drawImage(patches_[state], kPatchesLocations[state].x(), 123 canvas->drawImage(patch, kPatchesLocations[state].x(),
125 kPatchesLocations[state].y(), &paint); 124 kPatchesLocations[state].y(), &paint);
126 return sk_sp<SkImage>(surface->makeImageSnapshot()); 125 textures_[state] = sk_sp<SkImage>(surface->makeImageSnapshot());
126 }
127
128 sk_sp<SkImage> VrControllerModel::GetTexture(int state) const {
129 DCHECK(state >= 0 && state < STATE_COUNT);
130 return textures_[state];
127 } 131 }
128 132
129 const char* VrControllerModel::Buffer() const { 133 const char* VrControllerModel::Buffer() const {
130 if (buffers_.empty()) 134 if (buffers_.empty())
131 return nullptr; 135 return nullptr;
132 return buffers_[0]->data(); 136 return buffers_[0]->data();
133 } 137 }
134 138
135 const gltf::Accessor* VrControllerModel::Accessor( 139 const gltf::Accessor* VrControllerModel::Accessor(
136 const std::string& key) const { 140 const std::string& key) const {
137 const gltf::Mesh* mesh = gltf_asset_->GetMesh(0); 141 const gltf::Mesh* mesh = gltf_asset_->GetMesh(0);
138 DCHECK(mesh && mesh->primitives.size()); 142 DCHECK(mesh && mesh->primitives.size());
139 auto it = mesh->primitives[0]->attributes.find(key); 143 auto it = mesh->primitives[0]->attributes.find(key);
140 DCHECK(it != mesh->primitives[0]->attributes.begin()); 144 DCHECK(it != mesh->primitives[0]->attributes.begin());
141 return it->second; 145 return it->second;
142 } 146 }
143 147
144 std::unique_ptr<VrControllerModel> VrControllerModel::LoadFromComponent() { 148 std::unique_ptr<VrControllerModel> VrControllerModel::LoadFromResources() {
149 TRACE_EVENT0("gpu", "VrControllerModel::LoadFromResources");
145 std::vector<std::unique_ptr<gltf::Buffer>> buffers; 150 std::vector<std::unique_ptr<gltf::Buffer>> buffers;
146 auto model_data = ResourceBundle::GetSharedInstance().GetRawDataResource( 151 auto model_data = ResourceBundle::GetSharedInstance().GetRawDataResource(
147 IDR_VR_SHELL_DDCONTROLLER_MODEL); 152 IDR_VR_SHELL_DDCONTROLLER_MODEL);
148 std::unique_ptr<gltf::Asset> asset = 153 std::unique_ptr<gltf::Asset> asset =
149 BinaryGltfParser::Parse(model_data, &buffers); 154 BinaryGltfParser::Parse(model_data, &buffers);
150 DCHECK(asset); 155 DCHECK(asset);
151 156
152 auto controller_model = 157 auto controller_model =
153 base::MakeUnique<VrControllerModel>(std::move(asset), std::move(buffers)); 158 base::MakeUnique<VrControllerModel>(std::move(asset), std::move(buffers));
154 sk_sp<SkImage> base_texture = LoadPng(IDR_VR_SHELL_DDCONTROLLER_IDLE_TEXTURE); 159 sk_sp<SkImage> base_texture = LoadPng(IDR_VR_SHELL_DDCONTROLLER_IDLE_TEXTURE);
155 controller_model->SetBaseTexture(std::move(base_texture)); 160 controller_model->SetBaseTexture(std::move(base_texture));
156 161
157 for (int i = 0; i < VrControllerModel::STATE_COUNT; i++) { 162 for (int i = 0; i < VrControllerModel::STATE_COUNT; i++) {
158 if (kTexturePatchesResources[i] == -1) 163 if (kTexturePatchesResources[i] == -1) {
159 continue; 164 controller_model->SetTexture(i, nullptr);
160 auto patch_image = LoadPng(kTexturePatchesResources[i]); 165 } else {
161 controller_model->SetTexturePatch(i, patch_image); 166 auto patch_image = LoadPng(kTexturePatchesResources[i]);
167 controller_model->SetTexture(i, patch_image);
168 }
162 } 169 }
163 170
164 return controller_model; 171 return controller_model;
165 } 172 }
166 173
167 } // namespace vr_shell 174 } // namespace vr_shell
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