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// 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 <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 {
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.
GLuint CompileShader(GLenum shader_type,
const std::string& shader_source,
std::string& error);
// Compile and link a program.
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.
void SetOpaqueColorUniform(GLuint handle, SkColor c);
} // namespace vr