blob: bb47dba7320e8f90d2eeb6f28c680f6ddd740eb8 [file] [log] [blame]
// Copyright 2015 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 "components/viz/service/display/dynamic_geometry_binding.h"
#include <stdint.h>
#include "gpu/command_buffer/client/gles2_interface.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_f.h"
namespace viz {
DynamicGeometryBinding::DynamicGeometryBinding(gpu::gles2::GLES2Interface* gl)
: gl_(gl), quad_vertices_vbo_(0), quad_elements_vbo_(0) {
GLuint buffers[2];
gl_->GenBuffers(2, buffers);
quad_vertices_vbo_ = buffers[0];
quad_elements_vbo_ = buffers[1];
gl_->BindBuffer(GL_ARRAY_BUFFER, quad_vertices_vbo_);
gl_->BufferData(GL_ARRAY_BUFFER, sizeof(GeometryBindingQuad), nullptr,
GL_DYNAMIC_DRAW);
gl_->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_elements_vbo_);
gl_->BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GeometryBindingQuadIndex),
nullptr, GL_DYNAMIC_DRAW);
}
DynamicGeometryBinding::~DynamicGeometryBinding() {
GLuint buffers[2] = {quad_vertices_vbo_, quad_elements_vbo_};
gl_->DeleteBuffers(2, buffers);
}
void DynamicGeometryBinding::InitializeCustomQuad(const gfx::QuadF& quad) {
float uv[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
InitializeCustomQuadWithUVs(quad, uv);
}
void DynamicGeometryBinding::InitializeCustomQuadWithUVs(const gfx::QuadF& quad,
const float uv[8]) {
GeometryBindingVertex v0 = {
{quad.p1().x(), quad.p1().y(), 0.0f}, {uv[0], uv[1]}, 0.0f};
GeometryBindingVertex v1 = {
{quad.p2().x(), quad.p2().y(), 0.0f}, {uv[2], uv[3]}, 1.0f};
GeometryBindingVertex v2 = {
{quad.p3().x(), quad.p3().y(), 0.0f}, {uv[4], uv[5]}, 2.0f};
GeometryBindingVertex v3 = {
{quad.p4().x(), quad.p4().y(), 0.0f}, {uv[6], uv[7]}, 3.0f};
GeometryBindingQuad local_quad = {v0, v1, v2, v3};
GeometryBindingQuadIndex quad_index(
static_cast<uint16_t>(0), static_cast<uint16_t>(1),
static_cast<uint16_t>(2), static_cast<uint16_t>(3),
static_cast<uint16_t>(0), static_cast<uint16_t>(2));
gl_->BufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GeometryBindingQuad),
&local_quad);
gl_->BufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0,
sizeof(GeometryBindingQuadIndex), &quad_index);
}
void DynamicGeometryBinding::PrepareForDraw() {
SetupGLContext(gl_, quad_elements_vbo_, quad_vertices_vbo_);
}
} // namespace viz