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| 1 /* |
| 2 * Copyright 2016 The WebRTC project authors. All Rights Reserved. |
| 3 * |
| 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 |
| 6 * tree. An additional intellectual property rights grant can be found |
| 7 * in the file PATENTS. All contributing project authors may |
| 8 * be found in the AUTHORS file in the root of the source tree. |
| 9 */ |
| 10 |
| 11 #import "RTCShader.h" |
| 12 |
| 13 #include <memory> |
| 14 |
| 15 #import "RTCShader+Private.h" |
| 16 |
| 17 #include "webrtc/base/checks.h" |
| 18 #include "webrtc/base/logging.h" |
| 19 |
| 20 // Vertex shader doesn't do anything except pass coordinates through. |
| 21 const char kRTCVertexShaderSource[] = |
| 22 SHADER_VERSION |
| 23 VERTEX_SHADER_IN " vec2 position;\n" |
| 24 VERTEX_SHADER_IN " vec2 texcoord;\n" |
| 25 VERTEX_SHADER_OUT " vec2 v_texcoord;\n" |
| 26 "void main() {\n" |
| 27 " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" |
| 28 " v_texcoord = texcoord;\n" |
| 29 "}\n"; |
| 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 |
| 47 // the shader handle or 0 on error. |
| 48 GLuint RTCCreateShader(GLenum type, const GLchar *source) { |
| 49 GLuint shader = glCreateShader(type); |
| 50 if (!shader) { |
| 51 return 0; |
| 52 } |
| 53 glShaderSource(shader, 1, &source, NULL); |
| 54 glCompileShader(shader); |
| 55 GLint compileStatus = GL_FALSE; |
| 56 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| 57 if (compileStatus == GL_FALSE) { |
| 58 GLint logLength = 0; |
| 59 // The null termination character is included in the returned log length. |
| 60 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); |
| 61 if (logLength > 0) { |
| 62 std::unique_ptr<char[]> compileLog(new char[logLength]); |
| 63 // The returned string is null terminated. |
| 64 glGetShaderInfoLog(shader, logLength, NULL, compileLog.get()); |
| 65 LOG(LS_ERROR) << "Shader compile error: " << compileLog.get(); |
| 66 } |
| 67 glDeleteShader(shader); |
| 68 shader = 0; |
| 69 } |
| 70 return shader; |
| 71 } |
| 72 |
| 73 // Links a shader program with the given vertex and fragment shaders and |
| 74 // returns the program handle or 0 on error. |
| 75 GLuint RTCCreateProgram(GLuint vertexShader, GLuint fragmentShader) { |
| 76 if (vertexShader == 0 || fragmentShader == 0) { |
| 77 return 0; |
| 78 } |
| 79 GLuint program = glCreateProgram(); |
| 80 if (!program) { |
| 81 return 0; |
| 82 } |
| 83 glAttachShader(program, vertexShader); |
| 84 glAttachShader(program, fragmentShader); |
| 85 glLinkProgram(program); |
| 86 GLint linkStatus = GL_FALSE; |
| 87 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| 88 if (linkStatus == GL_FALSE) { |
| 89 glDeleteProgram(program); |
| 90 program = 0; |
| 91 } |
| 92 return program; |
| 93 } |
| 94 |
| 95 // Creates and links a shader program with the given fragment shader source and |
| 96 // a plain vertex shader. Returns the program handle or 0 on error. |
| 97 GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) { |
| 98 GLuint vertexShader = RTCCreateShader(GL_VERTEX_SHADER, kRTCVertexShaderSource
); |
| 99 RTC_CHECK(vertexShader) << "failed to create vertex shader"; |
| 100 GLuint fragmentShader = |
| 101 RTCCreateShader(GL_FRAGMENT_SHADER, fragmentShaderSource); |
| 102 RTC_CHECK(fragmentShader) << "failed to create fragment shader"; |
| 103 GLuint program = RTCCreateProgram(vertexShader, fragmentShader); |
| 104 // Shaders are created only to generate program. |
| 105 if (vertexShader) { |
| 106 glDeleteShader(vertexShader); |
| 107 } |
| 108 if (fragmentShader) { |
| 109 glDeleteShader(fragmentShader); |
| 110 } |
| 111 return program; |
| 112 } |
| 113 |
| 114 // Set vertex shader variables 'position' and 'texcoord' in |program| to the |
| 115 // |gVertices| array above. It will use |vertexBuffer| and |vertexArray| to |
| 116 // store the vertex data. |
| 117 BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* ve
rtexArray) { |
| 118 GLint position = glGetAttribLocation(program, "position"); |
| 119 GLint texcoord = glGetAttribLocation(program, "texcoord"); |
| 120 if (position < 0 || texcoord < 0) { |
| 121 return NO; |
| 122 } |
| 123 #if !TARGET_OS_IPHONE |
| 124 glGenVertexArrays(1, vertexArray); |
| 125 if (*vertexArray == 0) { |
| 126 return NO; |
| 127 } |
| 128 glBindVertexArray(*vertexArray); |
| 129 #endif |
| 130 glGenBuffers(1, vertexBuffer); |
| 131 if (*vertexBuffer == 0) { |
| 132 return NO; |
| 133 } |
| 134 glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); |
| 135 glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, GL_DYNAMIC_DRAW); |
| 136 |
| 137 // Read position attribute from |gVertices| with size of 2 and stride of 4 |
| 138 // beginning at the start of the array. The last argument indicates offset |
| 139 // of data within |gVertices| as supplied to the vertex buffer. |
| 140 glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), |
| 141 (void *)0); |
| 142 glEnableVertexAttribArray(position); |
| 143 |
| 144 // 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 |
| 146 // offset of data within |gVertices| as supplied to the vertex buffer. |
| 147 glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), |
| 148 (void *)(2 * sizeof(GLfloat))); |
| 149 glEnableVertexAttribArray(texcoord); |
| 150 |
| 151 return YES; |
| 152 } |
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