blob: 77011b7f7db20fa2e6cace1277d9f5e35ee2aa55 [file] [log] [blame]
// 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_renderer.h"
#include "base/bind.h"
#include "base/logging.h"
#include "base/threading/thread_task_runner_handle.h"
#include "remoting/client/gl_canvas.h"
#include "remoting/client/gl_math.h"
#include "remoting/client/gl_renderer_delegate.h"
#include "remoting/client/sys_opengl.h"
#include "third_party/webrtc/modules/desktop_capture/desktop_frame.h"
namespace remoting {
GlRenderer::GlRenderer() :
weak_factory_(this) {
weak_ptr_ = weak_factory_.GetWeakPtr();
thread_checker_.DetachFromThread();
}
GlRenderer::~GlRenderer() {
}
void GlRenderer::SetDelegate(base::WeakPtr<GlRendererDelegate> delegate) {
DCHECK(!delegate_);
delegate_ = delegate;
}
void GlRenderer::RequestCanvasSize() {
DCHECK(thread_checker_.CalledOnValidThread());
if (delegate_) {
delegate_->OnSizeChanged(canvas_width_, canvas_height_);
}
}
void GlRenderer::OnPixelTransformationChanged(
const std::array<float, 9>& matrix) {
DCHECK(thread_checker_.CalledOnValidThread());
if (!canvas_) {
LOG(WARNING) << "Trying to set transformation matrix when the canvas is "
"not ready.";
return;
}
canvas_->SetTransformationMatrix(matrix);
RequestRender();
}
void GlRenderer::OnCursorMoved(float x, float y) {
DCHECK(thread_checker_.CalledOnValidThread());
cursor_.SetCursorPosition(x, y);
RequestRender();
}
void GlRenderer::OnCursorInputFeedback(float x, float y, float diameter) {
DCHECK(thread_checker_.CalledOnValidThread());
cursor_feedback_.StartAnimation(x, y, diameter);
RequestRender();
}
void GlRenderer::OnCursorVisibilityChanged(bool visible) {
DCHECK(thread_checker_.CalledOnValidThread());
cursor_.SetCursorVisible(visible);
RequestRender();
}
void GlRenderer::OnFrameReceived(std::unique_ptr<webrtc::DesktopFrame> frame,
const base::Closure& done) {
DCHECK(thread_checker_.CalledOnValidThread());
DCHECK(frame->size().width() > 0 && frame->size().height() > 0);
if (canvas_width_ != frame->size().width() ||
canvas_height_ != frame->size().height()) {
if (delegate_) {
delegate_->OnSizeChanged(frame->size().width(), frame->size().height());
}
canvas_width_ = frame->size().width();
canvas_height_ = frame->size().height();
}
desktop_.SetVideoFrame(*frame);
pending_done_callbacks_.push(done);
RequestRender();
}
void GlRenderer::OnCursorShapeChanged(const protocol::CursorShapeInfo& shape) {
DCHECK(thread_checker_.CalledOnValidThread());
cursor_.SetCursorShape(shape);
RequestRender();
}
void GlRenderer::OnSurfaceCreated(int gl_version) {
DCHECK(thread_checker_.CalledOnValidThread());
// Set the background clear color to black.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
canvas_.reset(new GlCanvas(gl_version));
desktop_.SetCanvas(canvas_.get());
cursor_.SetCanvas(canvas_.get());
cursor_feedback_.SetCanvas(canvas_.get());
}
void GlRenderer::OnSurfaceChanged(int view_width, int view_height) {
DCHECK(thread_checker_.CalledOnValidThread());
if (!canvas_) {
LOG(WARNING) << "Trying to set the view size when the canvas is not ready.";
return;
}
canvas_->SetViewSize(view_width, view_height);
RequestRender();
}
void GlRenderer::OnSurfaceDestroyed() {
DCHECK(thread_checker_.CalledOnValidThread());
cursor_feedback_.SetCanvas(nullptr);
cursor_.SetCanvas(nullptr);
desktop_.SetCanvas(nullptr);
canvas_.reset();
}
base::WeakPtr<GlRenderer> GlRenderer::GetWeakPtr() {
return weak_ptr_;
}
void GlRenderer::RequestRender() {
DCHECK(thread_checker_.CalledOnValidThread());
if (render_scheduled_) {
return;
}
base::ThreadTaskRunnerHandle::Get()->PostTask(
FROM_HERE, base::Bind(&GlRenderer::OnRender, weak_ptr_));
render_scheduled_ = true;
}
void GlRenderer::OnRender() {
DCHECK(thread_checker_.CalledOnValidThread());
render_scheduled_ = false;
if (!delegate_ || !delegate_->CanRenderFrame()) {
return;
}
if (canvas_) {
glClear(GL_COLOR_BUFFER_BIT);
// Layers will be drawn from bottom to top.
desktop_.Draw();
// |cursor_feedback_| should be drawn before |cursor_| so that the cursor
// won't be covered by the feedback animation.
if (cursor_feedback_.Draw()) {
RequestRender();
}
cursor_.Draw();
}
delegate_->OnFrameRendered();
while (!pending_done_callbacks_.empty()) {
pending_done_callbacks_.front().Run();
pending_done_callbacks_.pop();
}
}
} // namespace remoting