| 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
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..88082064dfdf3749f4948a7b0be9bda35378572b
|
| --- /dev/null
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| +++ b/webrtc/sdk/objc/Framework/Classes/RTCShader.mm
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| @@ -0,0 +1,152 @@
|
| +/*
|
| + * Copyright 2016 The WebRTC project authors. All Rights Reserved.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license
|
| + * that can be found in the LICENSE file in the root of the source
|
| + * tree. An additional intellectual property rights grant can be found
|
| + * in the file PATENTS. All contributing project authors may
|
| + * be found in the AUTHORS file in the root of the source tree.
|
| + */
|
| +
|
| +#import "RTCShader.h"
|
| +
|
| +#include <memory>
|
| +
|
| +#import "RTCShader+Private.h"
|
| +
|
| +#include "webrtc/base/checks.h"
|
| +#include "webrtc/base/logging.h"
|
| +
|
| +// Vertex shader doesn't do anything except pass coordinates through.
|
| +const char kRTCVertexShaderSource[] =
|
| + SHADER_VERSION
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| + VERTEX_SHADER_IN " vec2 position;\n"
|
| + VERTEX_SHADER_IN " vec2 texcoord;\n"
|
| + VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
|
| + "void main() {\n"
|
| + " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
|
| + " 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
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| +// stretched over that square using texture coordinates (u, v) that range
|
| +// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
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| +// 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.
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| + 1, -1, 1, 1, // Bottom right.
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| + 1, 1, 1, 0, // Top right.
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| + -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) {
|
| + GLuint shader = glCreateShader(type);
|
| + if (!shader) {
|
| + return 0;
|
| + }
|
| + glShaderSource(shader, 1, &source, NULL);
|
| + glCompileShader(shader);
|
| + GLint compileStatus = GL_FALSE;
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
|
| + if (compileStatus == GL_FALSE) {
|
| + GLint logLength = 0;
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| + // The null termination character is included in the returned log length.
|
| + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
|
| + if (logLength > 0) {
|
| + std::unique_ptr<char[]> compileLog(new char[logLength]);
|
| + // The returned string is null terminated.
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| + glGetShaderInfoLog(shader, logLength, NULL, compileLog.get());
|
| + LOG(LS_ERROR) << "Shader compile error: " << compileLog.get();
|
| + }
|
| + glDeleteShader(shader);
|
| + shader = 0;
|
| + }
|
| + return shader;
|
| +}
|
| +
|
| +// Links a shader program with the given vertex and fragment shaders and
|
| +// returns the program handle or 0 on error.
|
| +GLuint RTCCreateProgram(GLuint vertexShader, GLuint fragmentShader) {
|
| + if (vertexShader == 0 || fragmentShader == 0) {
|
| + return 0;
|
| + }
|
| + GLuint program = glCreateProgram();
|
| + if (!program) {
|
| + return 0;
|
| + }
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| + glAttachShader(program, vertexShader);
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| + glAttachShader(program, fragmentShader);
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| + glLinkProgram(program);
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| + GLint linkStatus = GL_FALSE;
|
| + glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
| + if (linkStatus == GL_FALSE) {
|
| + glDeleteProgram(program);
|
| + program = 0;
|
| + }
|
| + return program;
|
| +}
|
| +
|
| +// Creates and links a shader program with the given fragment shader source and
|
| +// a plain vertex shader. Returns the program handle or 0 on error.
|
| +GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) {
|
| + GLuint vertexShader = RTCCreateShader(GL_VERTEX_SHADER, kRTCVertexShaderSource);
|
| + RTC_CHECK(vertexShader) << "failed to create vertex shader";
|
| + GLuint fragmentShader =
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| + RTCCreateShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
|
| + RTC_CHECK(fragmentShader) << "failed to create fragment shader";
|
| + GLuint program = RTCCreateProgram(vertexShader, fragmentShader);
|
| + // Shaders are created only to generate program.
|
| + if (vertexShader) {
|
| + glDeleteShader(vertexShader);
|
| + }
|
| + if (fragmentShader) {
|
| + glDeleteShader(fragmentShader);
|
| + }
|
| + 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.
|
| +BOOL RTCSetupVerticesForProgram(GLuint program, GLuint* vertexBuffer, GLuint* vertexArray) {
|
| + GLint position = glGetAttribLocation(program, "position");
|
| + GLint texcoord = glGetAttribLocation(program, "texcoord");
|
| + if (position < 0 || texcoord < 0) {
|
| + return NO;
|
| + }
|
| +#if !TARGET_OS_IPHONE
|
| + glGenVertexArrays(1, vertexArray);
|
| + if (*vertexArray == 0) {
|
| + return NO;
|
| + }
|
| + glBindVertexArray(*vertexArray);
|
| +#endif
|
| + glGenBuffers(1, vertexBuffer);
|
| + if (*vertexBuffer == 0) {
|
| + return NO;
|
| + }
|
| + glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);
|
| + glBufferData(GL_ARRAY_BUFFER, sizeof(gVertices), gVertices, 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.
|
| + glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
|
| + (void *)0);
|
| + glEnableVertexAttribArray(position);
|
| +
|
| + // Read texcoord attribute from |gVertices| with size of 2 and stride of 4
|
| + // beginning at the first texcoord in the array. The last argument indicates
|
| + // offset of data within |gVertices| as supplied to the vertex buffer.
|
| + glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat),
|
| + (void *)(2 * sizeof(GLfloat)));
|
| + glEnableVertexAttribArray(texcoord);
|
| +
|
| + return YES;
|
| +}
|
|
|