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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: Remove unused vertex buffer argument to RTCSetVertexData 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
(...skipping 10 matching lines...) Expand all
21 const char kRTCVertexShaderSource[] = 21 const char kRTCVertexShaderSource[] =
22 SHADER_VERSION 22 SHADER_VERSION
23 VERTEX_SHADER_IN " vec2 position;\n" 23 VERTEX_SHADER_IN " vec2 position;\n"
24 VERTEX_SHADER_IN " vec2 texcoord;\n" 24 VERTEX_SHADER_IN " vec2 texcoord;\n"
25 VERTEX_SHADER_OUT " vec2 v_texcoord;\n" 25 VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
26 "void main() {\n" 26 "void main() {\n"
27 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" 27 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
28 " v_texcoord = texcoord;\n" 28 " v_texcoord = texcoord;\n"
29 "}\n"; 29 "}\n";
30 30
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 31 // Compiles a shader of the given |type| with GLSL source |source| and returns
47 // the shader handle or 0 on error. 32 // the shader handle or 0 on error.
48 GLuint RTCCreateShader(GLenum type, const GLchar *source) { 33 GLuint RTCCreateShader(GLenum type, const GLchar *source) {
49 GLuint shader = glCreateShader(type); 34 GLuint shader = glCreateShader(type);
50 if (!shader) { 35 if (!shader) {
51 return 0; 36 return 0;
52 } 37 }
53 glShaderSource(shader, 1, &source, NULL); 38 glShaderSource(shader, 1, &source, NULL);
54 glCompileShader(shader); 39 glCompileShader(shader);
55 GLint compileStatus = GL_FALSE; 40 GLint compileStatus = GL_FALSE;
(...skipping 48 matching lines...) Expand 10 before | Expand all | Expand 10 after
104 // Shaders are created only to generate program. 89 // Shaders are created only to generate program.
105 if (vertexShader) { 90 if (vertexShader) {
106 glDeleteShader(vertexShader); 91 glDeleteShader(vertexShader);
107 } 92 }
108 if (fragmentShader) { 93 if (fragmentShader) {
109 glDeleteShader(fragmentShader); 94 glDeleteShader(fragmentShader);
110 } 95 }
111 return program; 96 return program;
112 } 97 }
113 98
114 // Set vertex shader variables 'position' and 'texcoord' in |program| to the 99 // Set vertex shader variables 'position' and 'texcoord' in |program| to use
115 // |gVertices| array above. It will use |vertexBuffer| and |vertexArray| to 100 // |vertexBuffer| and |vertexArray| to store the vertex data.
116 // store the vertex data.
117 BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve rtexArray) { 101 BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve rtexArray) {
118 GLint position = glGetAttribLocation(program, "position"); 102 GLint position = glGetAttribLocation(program, "position");
119 GLint texcoord = glGetAttribLocation(program, "texcoord"); 103 GLint texcoord = glGetAttribLocation(program, "texcoord");
120 if (position < 0 || texcoord < 0) { 104 if (position < 0 || texcoord < 0) {
121 return NO; 105 return NO;
122 } 106 }
123 #if !TARGET_OS_IPHONE 107 #if !TARGET_OS_IPHONE
124 glGenVertexArrays(1, vertexArray); 108 glGenVertexArrays(1, vertexArray);
125 if (*vertexArray == 0) { 109 if (*vertexArray == 0) {
126 return NO; 110 return NO;
127 } 111 }
128 glBindVertexArray(*vertexArray); 112 glBindVertexArray(*vertexArray);
129 #endif 113 #endif
130 glGenBuffers(1, vertexBuffer); 114 glGenBuffers(1, vertexBuffer);
131 if (*vertexBuffer == 0) { 115 if (*vertexBuffer == 0) {
132 return NO; 116 return NO;
133 } 117 }
134 glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); 118 glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);
135 glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); 119 glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
136 120
137 // Read position attribute from |gVertices| with size of 2 and stride of 4 121 // 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 122 // start of the array. The last argument indicates offset of data within the
139 // of data within |gVertices| as supplied to the vertex buffer. 123 // vertex buffer.
140 glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 124 glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
141 (void *)0); 125 (void *)0);
142 glEnableVertexAttribArray(position); 126 glEnableVertexAttribArray(position);
143 127
144 // Read texcoord attribute from |gVertices| with size of 2 and stride of 4 128 // 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 129 // beginning at the first texcoord in the array. The last argument indicates
146 // offset of data within |gVertices| as supplied to the vertex buffer. 130 // offset of data within |gVertices| as supplied to the vertex buffer.
147 glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 131 glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
148 (void *)(2 * sizeof(GLfloat))); 132 (void *)(2 * sizeof(GLfloat)));
149 glEnableVertexAttribArray(texcoord); 133 glEnableVertexAttribArray(texcoord);
150 134
151 return YES; 135 return YES;
152 } 136 }
137
138 // Set vertex data to the currently bound vertex buffer.
139 void RTCSetVertexData(int rotation) {
140 // When modelview and projection matrices are identity (default) the world is
141 // contained in the square around origin with unit size 2. Drawing to these
142 // coordinates is equivalent to drawing to the entire screen. The texture is
143 // stretched over that square using texture coordinates (u, v) that range
144 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
145 // here because the incoming frame has origin in upper left hand corner but
146 // OpenGL expects origin in bottom left corner.
147 static const GLfloat UVCoords[4][2] = {
148 {0, 1}, // Lower left.
149 {1, 1}, // Lower right.
150 {1, 0}, // Upper right.
151 {0, 0}, // Upper left.
152 };
153
154 const int offset = rotation / 90;
155 const GLfloat gVertices[] = {
156 // X, Y, U, V.
157 -1, -1, UVCoords[(offset + 0) % 4][0], UVCoords[(offset + 0) % 4][1],
158 1, -1, UVCoords[(offset + 1) % 4][0], UVCoords[(offset + 1) % 4][1],
159 1, 1, UVCoords[(offset + 2) % 4][0], UVCoords[(offset + 2) % 4][1],
160 -1, 1, UVCoords[(offset + 3) % 4][0], UVCoords[(offset + 3) % 4][1],
161 };
162
163 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices);
164 }
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