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 |
+++ b/webrtc/sdk/objc/Framework/Classes/RTCShader.mm |
@@ -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 |
+ 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 |
+// 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) { |
+ 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; |
+ // 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. |
+ 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; |
+ } |
+ glAttachShader(program, vertexShader); |
+ glAttachShader(program, fragmentShader); |
+ glLinkProgram(program); |
+ 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 = |
+ 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; |
+} |