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Unified 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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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);
+}

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