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Side by Side Diff: webrtc/sdk/objc/Framework/Classes/RTCShader.mm

Issue 2176623002: iOS render: Handle frame rotation in OpenGL (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@nv21_texture_render
Patch Set: Keep RTCVideoFrame.h pure ObjC Created 4 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2016 The WebRTC project authors. All Rights Reserved. 2 * Copyright 2016 The WebRTC project authors. All Rights Reserved.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license 4 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source 5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found 6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may 7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree. 8 * be found in the AUTHORS file in the root of the source tree.
9 */ 9 */
10 10
11 #import "RTCShader.h" 11 #import "RTCShader.h"
12 12
13 #include <algorithm>
14 #include <array>
13 #include <memory> 15 #include <memory>
14 16
15 #import "RTCShader+Private.h" 17 #import "RTCShader+Private.h"
16 18
17 #include "webrtc/base/checks.h" 19 #include "webrtc/base/checks.h"
18 #include "webrtc/base/logging.h" 20 #include "webrtc/base/logging.h"
19 21
20 // Vertex shader doesn't do anything except pass coordinates through. 22 // Vertex shader doesn't do anything except pass coordinates through.
21 const char kRTCVertexShaderSource[] = 23 const char kRTCVertexShaderSource[] =
22 SHADER_VERSION 24 SHADER_VERSION
23 VERTEX_SHADER_IN " vec2 position;\n" 25 VERTEX_SHADER_IN " vec2 position;\n"
24 VERTEX_SHADER_IN " vec2 texcoord;\n" 26 VERTEX_SHADER_IN " vec2 texcoord;\n"
25 VERTEX_SHADER_OUT " vec2 v_texcoord;\n" 27 VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
26 "void main() {\n" 28 "void main() {\n"
27 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" 29 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
28 " v_texcoord = texcoord;\n" 30 " v_texcoord = texcoord;\n"
29 "}\n"; 31 "}\n";
30 32
31 // When modelview and projection matrices are identity (default) the world is
32 // contained in the square around origin with unit size 2. Drawing to these
33 // coordinates is equivalent to drawing to the entire screen. The texture is
34 // stretched over that square using texture coordinates (u, v) that range
35 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
36 // here because the incoming frame has origin in upper left hand corner but
37 // OpenGL expects origin in bottom left corner.
38 static const GLfloat gVertices[] = {
39 // X, Y, U, V.
40 -1, -1, 0, 1, // Bottom left.
41 1, -1, 1, 1, // Bottom right.
42 1, 1, 1, 0, // Top right.
43 -1, 1, 0, 0, // Top left.
44 };
45
46 // Compiles a shader of the given |type| with GLSL source |source| and returns 33 // Compiles a shader of the given |type| with GLSL source |source| and returns
47 // the shader handle or 0 on error. 34 // the shader handle or 0 on error.
48 GLuint RTCCreateShader(GLenum type, const GLchar *source) { 35 GLuint RTCCreateShader(GLenum type, const GLchar *source) {
49 GLuint shader = glCreateShader(type); 36 GLuint shader = glCreateShader(type);
50 if (!shader) { 37 if (!shader) {
51 return 0; 38 return 0;
52 } 39 }
53 glShaderSource(shader, 1, &source, NULL); 40 glShaderSource(shader, 1, &source, NULL);
54 glCompileShader(shader); 41 glCompileShader(shader);
55 GLint compileStatus = GL_FALSE; 42 GLint compileStatus = GL_FALSE;
(...skipping 48 matching lines...) Expand 10 before | Expand all | Expand 10 after
104 // Shaders are created only to generate program. 91 // Shaders are created only to generate program.
105 if (vertexShader) { 92 if (vertexShader) {
106 glDeleteShader(vertexShader); 93 glDeleteShader(vertexShader);
107 } 94 }
108 if (fragmentShader) { 95 if (fragmentShader) {
109 glDeleteShader(fragmentShader); 96 glDeleteShader(fragmentShader);
110 } 97 }
111 return program; 98 return program;
112 } 99 }
113 100
114 // Set vertex shader variables 'position' and 'texcoord' in |program| to the 101 // Set vertex shader variables 'position' and 'texcoord' in |program| to use
115 // |gVertices| array above. It will use |vertexBuffer| and |vertexArray| to 102 // |vertexBuffer| and |vertexArray| to store the vertex data.
116 // store the vertex data.
117 BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve rtexArray) { 103 BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve rtexArray) {
118 GLint position = glGetAttribLocation(program, "position"); 104 GLint position = glGetAttribLocation(program, "position");
119 GLint texcoord = glGetAttribLocation(program, "texcoord"); 105 GLint texcoord = glGetAttribLocation(program, "texcoord");
120 if (position < 0 || texcoord < 0) { 106 if (position < 0 || texcoord < 0) {
121 return NO; 107 return NO;
122 } 108 }
123 #if !TARGET_OS_IPHONE 109 #if !TARGET_OS_IPHONE
124 glGenVertexArrays(1, vertexArray); 110 glGenVertexArrays(1, vertexArray);
125 if (*vertexArray == 0) { 111 if (*vertexArray == 0) {
126 return NO; 112 return NO;
127 } 113 }
128 glBindVertexArray(*vertexArray); 114 glBindVertexArray(*vertexArray);
129 #endif 115 #endif
130 glGenBuffers(1, vertexBuffer); 116 glGenBuffers(1, vertexBuffer);
131 if (*vertexBuffer == 0) { 117 if (*vertexBuffer == 0) {
132 return NO; 118 return NO;
133 } 119 }
134 glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); 120 glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);
135 glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); 121 glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
136 122
137 // Read position attribute from |gVertices| with size of 2 and stride of 4 123 // Read position attribute with size of 2 and stride of 4 beginning at the
138 // beginning at the start of the array. The last argument indicates offset 124 // start of the array. The last argument indicates offset of data within the
139 // of data within |gVertices| as supplied to the vertex buffer. 125 // vertex buffer.
140 glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 126 glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
141 (void *)0); 127 (void *)0);
142 glEnableVertexAttribArray(position); 128 glEnableVertexAttribArray(position);
143 129
144 // Read texcoord attribute from |gVertices| with size of 2 and stride of 4 130 // Read texcoord attribute from |gVertices| with size of 2 and stride of 4
145 // beginning at the first texcoord in the array. The last argument indicates 131 // beginning at the first texcoord in the array. The last argument indicates
146 // offset of data within |gVertices| as supplied to the vertex buffer. 132 // offset of data within |gVertices| as supplied to the vertex buffer.
147 glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 133 glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
148 (void *)(2 * sizeof(GLfloat))); 134 (void *)(2 * sizeof(GLfloat)));
149 glEnableVertexAttribArray(texcoord); 135 glEnableVertexAttribArray(texcoord);
150 136
151 return YES; 137 return YES;
152 } 138 }
139
140 // Set vertex data to the currently bound vertex buffer.
141 void RTCSetVertexData(webrtc::VideoRotation rotation) {
142 // When modelview and projection matrices are identity (default) the world is
143 // contained in the square around origin with unit size 2. Drawing to these
144 // coordinates is equivalent to drawing to the entire screen. The texture is
145 // stretched over that square using texture coordinates (u, v) that range
146 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
147 // here because the incoming frame has origin in upper left hand corner but
148 // OpenGL expects origin in bottom left corner.
149 std::array<std::array<GLfloat, 2>, 4> UVCoords = {{
150 {{0, 1}}, // Lower left.
151 {{1, 1}}, // Lower right.
152 {{1, 0}}, // Upper right.
153 {{0, 0}}, // Upper left.
154 }};
155
156 // Rotate the UV coordinates.
157 int rotation_offset;
158 switch (rotation) {
159 case webrtc::kVideoRotation_0:
160 rotation_offset = 0;
161 break;
162 case webrtc::kVideoRotation_90:
163 rotation_offset = 1;
164 break;
165 case webrtc::kVideoRotation_180:
166 rotation_offset = 2;
167 break;
168 case webrtc::kVideoRotation_270:
169 rotation_offset = 3;
170 break;
171 }
172 std::rotate(UVCoords.begin(), UVCoords.begin() + rotation_offset,
173 UVCoords.end());
174
175 const GLfloat gVertices[] = {
176 // X, Y, U, V.
177 -1, -1, UVCoords[0][0], UVCoords[0][1],
178 1, -1, UVCoords[1][0], UVCoords[1][1],
179 1, 1, UVCoords[2][0], UVCoords[2][1],
180 -1, 1, UVCoords[3][0], UVCoords[3][1],
181 };
182
183 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices);
184 }
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