Index: webrtc/sdk/objc/Framework/Classes/RTCShader.mm |
diff --git a/webrtc/sdk/objc/Framework/Classes/RTCShader.mm b/webrtc/sdk/objc/Framework/Classes/RTCShader.mm |
index 88082064dfdf3749f4948a7b0be9bda35378572b..3936515f0a9de3413002e54b1b3ef75985f979c5 100644 |
--- a/webrtc/sdk/objc/Framework/Classes/RTCShader.mm |
+++ b/webrtc/sdk/objc/Framework/Classes/RTCShader.mm |
@@ -28,21 +28,6 @@ const char kRTCVertexShaderSource[] = |
" v_texcoord = texcoord;\n" |
"}\n"; |
-// When modelview and projection matrices are identity (default) the world is |
-// contained in the square around origin with unit size 2. Drawing to these |
-// coordinates is equivalent to drawing to the entire screen. The texture is |
-// stretched over that square using texture coordinates (u, v) that range |
-// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically |
-// here because the incoming frame has origin in upper left hand corner but |
-// OpenGL expects origin in bottom left corner. |
-static const GLfloat gVertices[] = { |
- // X, Y, U, V. |
- -1, -1, 0, 1, // Bottom left. |
- 1, -1, 1, 1, // Bottom right. |
- 1, 1, 1, 0, // Top right. |
- -1, 1, 0, 0, // Top left. |
-}; |
- |
// Compiles a shader of the given |type| with GLSL source |source| and returns |
// the shader handle or 0 on error. |
GLuint RTCCreateShader(GLenum type, const GLchar *source) { |
@@ -111,9 +96,8 @@ GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) { |
return program; |
} |
-// Set vertex shader variables 'position' and 'texcoord' in |program| to the |
-// |gVertices| array above. It will use |vertexBuffer| and |vertexArray| to |
-// store the vertex data. |
+// Set vertex shader variables 'position' and 'texcoord' in |program| to use |
+// |vertexBuffer| and |vertexArray| to store the vertex data. |
BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* vertexArray) { |
GLint position = glGetAttribLocation(program, "position"); |
GLint texcoord = glGetAttribLocation(program, "texcoord"); |
@@ -132,11 +116,11 @@ BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve |
return NO; |
} |
glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); |
- glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); |
+ glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); |
- // Read position attribute from |gVertices| with size of 2 and stride of 4 |
- // beginning at the start of the array. The last argument indicates offset |
- // of data within |gVertices| as supplied to the vertex buffer. |
+ // Read position attribute with size of 2 and stride of 4 beginning at the |
+ // start of the array. The last argument indicates offset of data within the |
+ // vertex buffer. |
glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), |
(void *)0); |
glEnableVertexAttribArray(position); |
@@ -150,3 +134,31 @@ BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve |
return YES; |
} |
+ |
+// Set vertex data to the currently bound vertex buffer. |
+void RTCSetVertexData(int rotation) { |
+ // When modelview and projection matrices are identity (default) the world is |
+ // contained in the square around origin with unit size 2. Drawing to these |
+ // coordinates is equivalent to drawing to the entire screen. The texture is |
+ // stretched over that square using texture coordinates (u, v) that range |
+ // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically |
+ // here because the incoming frame has origin in upper left hand corner but |
+ // OpenGL expects origin in bottom left corner. |
+ static const GLfloat UVCoords[4][2] = { |
+ {0, 1}, // Lower left. |
+ {1, 1}, // Lower right. |
+ {1, 0}, // Upper right. |
+ {0, 0}, // Upper left. |
+ }; |
+ |
+ const int offset = rotation / 90; |
+ const GLfloat gVertices[] = { |
+ // X, Y, U, V. |
+ -1, -1, UVCoords[(offset + 0) % 4][0], UVCoords[(offset + 0) % 4][1], |
+ 1, -1, UVCoords[(offset + 1) % 4][0], UVCoords[(offset + 1) % 4][1], |
+ 1, 1, UVCoords[(offset + 2) % 4][0], UVCoords[(offset + 2) % 4][1], |
+ -1, 1, UVCoords[(offset + 3) % 4][0], UVCoords[(offset + 3) % 4][1], |
+ }; |
+ |
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices); |
+} |