| // 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. |
| |
| #ifndef DEVICE_VR_VR_GL_UTIL_H_ |
| #define DEVICE_VR_VR_GL_UTIL_H_ |
| |
| #include <array> |
| #include <string> |
| |
| #include "base/component_export.h" |
| #include "device/vr/gl_bindings.h" |
| #include "third_party/skia/include/core/SkColor.h" |
| |
| #define SHADER(Src) "#version 100\n" #Src |
| #define OEIE_SHADER(Src) \ |
| "#version 100\n#extension GL_OES_EGL_image_external : require\n" #Src |
| #define VOID_OFFSET(x) reinterpret_cast<void*>(x) |
| |
| namespace gfx { |
| class Transform; |
| } // namespace gfx |
| |
| namespace vr { |
| |
| COMPONENT_EXPORT(DEVICE_VR_BASE) |
| std::array<float, 16> MatrixToGLArray(const gfx::Transform& matrix); |
| |
| // Compile a shader. This is intended for browser-internal shaders only, |
| // don't use this for user-supplied arbitrary shaders since data is handed |
| // directly to the GL driver without further sanity checks. |
| COMPONENT_EXPORT(DEVICE_VR_BASE) |
| GLuint CompileShader(GLenum shader_type, |
| const std::string& shader_source, |
| std::string& error); |
| |
| // Compile and link a program. |
| COMPONENT_EXPORT(DEVICE_VR_BASE) |
| GLuint CreateAndLinkProgram(GLuint vertex_shader_handle, |
| GLuint fragment_shader_handle, |
| std::string& error); |
| |
| // Sets default texture parameters given a texture type. |
| COMPONENT_EXPORT(DEVICE_VR_BASE) void SetTexParameters(GLenum texture_type); |
| |
| // Sets color uniforms given an SkColor. |
| COMPONENT_EXPORT(DEVICE_VR_BASE) void SetColorUniform(GLuint handle, SkColor c); |
| |
| // Sets color uniforms (but not alpha) given an SkColor. The alpha is assumed to |
| // be 1.0 in this case. |
| COMPONENT_EXPORT(DEVICE_VR_BASE) |
| void SetOpaqueColorUniform(GLuint handle, SkColor c); |
| |
| } // namespace vr |
| |
| #endif // DEVICE_VR_VR_GL_UTIL_H_ |