| // 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 "chrome/browser/vr/vr_gl_util.h" |
| |
| #include "ui/gfx/geometry/point3_f.h" |
| #include "ui/gfx/geometry/rect_f.h" |
| #include "ui/gfx/geometry/size_f.h" |
| #include "ui/gfx/transform.h" |
| |
| namespace vr { |
| |
| // This code is adapted from the GVR Treasure Hunt demo source. |
| std::array<float, 16> MatrixToGLArray(const gfx::Transform& transform) { |
| std::array<float, 16> result; |
| transform.matrix().asColMajorf(result.data()); |
| return result; |
| } |
| |
| // This code is adapted from the GVR Treasure Hunt demo source. |
| gfx::Rect CalculatePixelSpaceRect(const gfx::Size& texture_size, |
| const gfx::RectF& texture_rect) { |
| const gfx::RectF rect = |
| ScaleRect(texture_rect, static_cast<float>(texture_size.width()), |
| static_cast<float>(texture_size.height())); |
| return gfx::Rect(rect.x(), rect.y(), rect.width(), rect.height()); |
| } |
| |
| GLuint CompileShader(GLenum shader_type, |
| const GLchar* shader_source, |
| std::string& error) { |
| GLuint shader_handle = glCreateShader(shader_type); |
| if (shader_handle != 0) { |
| // Pass in the shader source. |
| int len = strlen(shader_source); |
| glShaderSource(shader_handle, 1, &shader_source, &len); |
| // Compile the shader. |
| glCompileShader(shader_handle); |
| // Get the compilation status. |
| GLint status; |
| glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status); |
| if (status == GL_FALSE) { |
| GLint info_log_length; |
| glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length); |
| GLchar* str_info_log = new GLchar[info_log_length + 1]; |
| glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log); |
| error = "Error compiling shader: "; |
| error += str_info_log; |
| delete[] str_info_log; |
| glDeleteShader(shader_handle); |
| shader_handle = 0; |
| } |
| } |
| |
| return shader_handle; |
| } |
| |
| GLuint CreateAndLinkProgram(GLuint vertext_shader_handle, |
| GLuint fragment_shader_handle, |
| std::string& error) { |
| GLuint program_handle = glCreateProgram(); |
| |
| if (program_handle != 0) { |
| // Bind the vertex shader to the program. |
| glAttachShader(program_handle, vertext_shader_handle); |
| |
| // Bind the fragment shader to the program. |
| glAttachShader(program_handle, fragment_shader_handle); |
| |
| // Link the two shaders together into a program. |
| glLinkProgram(program_handle); |
| |
| // Get the link status. |
| GLint link_status; |
| glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status); |
| |
| // If the link failed, delete the program. |
| if (link_status == GL_FALSE) { |
| GLint info_log_length; |
| glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length); |
| |
| GLchar* str_info_log = new GLchar[info_log_length + 1]; |
| glGetProgramInfoLog(program_handle, info_log_length, nullptr, |
| str_info_log); |
| error = "Error compiling program: "; |
| error += str_info_log; |
| delete[] str_info_log; |
| glDeleteProgram(program_handle); |
| program_handle = 0; |
| } |
| } |
| |
| return program_handle; |
| } |
| |
| gfx::SizeF CalculateScreenSize(const gfx::Transform& proj_matrix, |
| float distance, |
| const gfx::SizeF& size) { |
| // View matrix is the identity, thus, not needed in the calculation. |
| gfx::Transform scale_transform; |
| scale_transform.Scale(size.width(), size.height()); |
| |
| gfx::Transform translate_transform; |
| translate_transform.Translate3d(0, 0, -distance); |
| |
| gfx::Transform model_view_proj_matrix = |
| proj_matrix * translate_transform * scale_transform; |
| |
| gfx::Point3F projected_upper_right_corner(0.5f, 0.5f, 0.0f); |
| model_view_proj_matrix.TransformPoint(&projected_upper_right_corner); |
| gfx::Point3F projected_lower_left_corner(-0.5f, -0.5f, 0.0f); |
| model_view_proj_matrix.TransformPoint(&projected_lower_left_corner); |
| |
| // Calculate and return the normalized size in screen space. |
| return gfx::SizeF((std::abs(projected_upper_right_corner.x()) + |
| std::abs(projected_lower_left_corner.x())) / |
| 2.0f, |
| (std::abs(projected_upper_right_corner.y()) + |
| std::abs(projected_lower_left_corner.y())) / |
| 2.0f); |
| } |
| |
| void SetTexParameters(GLenum texture_type) { |
| glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| } |
| |
| void SetColorUniform(GLuint handle, SkColor c) { |
| glUniform4f(handle, SkColorGetR(c) / 255.0, SkColorGetG(c) / 255.0, |
| SkColorGetB(c) / 255.0, SkColorGetA(c) / 255.0); |
| } |
| |
| void SetOpaqueColorUniform(GLuint handle, SkColor c) { |
| glUniform3f(handle, SkColorGetR(c) / 255.0, SkColorGetG(c) / 255.0, |
| SkColorGetB(c) / 255.0); |
| } |
| |
| } // namespace vr |