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Unified Diff: webrtc/sdk/objc/Framework/Classes/RTCShader.mm

Issue 2890513002: Revert of Split iOS sdk in to separate targets (Closed)
Patch Set: Created 3 years, 7 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
new file mode 100644
index 0000000000000000000000000000000000000000..155a0165a13a2ca8b3ef0eaf7dff3f4abb49de46
--- /dev/null
+++ b/webrtc/sdk/objc/Framework/Classes/RTCShader.mm
@@ -0,0 +1,184 @@
+/*
+ * 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 <algorithm>
+#include <array>
+#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";
+
+// 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 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, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
+
+ // 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);
+
+ // 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;
+}
+
+// Set vertex data to the currently bound vertex buffer.
+void RTCSetVertexData(RTCVideoRotation 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.
+ std::array<std::array<GLfloat, 2>, 4> UVCoords = {{
+ {{0, 1}}, // Lower left.
+ {{1, 1}}, // Lower right.
+ {{1, 0}}, // Upper right.
+ {{0, 0}}, // Upper left.
+ }};
+
+ // Rotate the UV coordinates.
+ int rotation_offset;
+ switch (rotation) {
+ case RTCVideoRotation_0:
+ rotation_offset = 0;
+ break;
+ case RTCVideoRotation_90:
+ rotation_offset = 1;
+ break;
+ case RTCVideoRotation_180:
+ rotation_offset = 2;
+ break;
+ case RTCVideoRotation_270:
+ rotation_offset = 3;
+ break;
+ }
+ std::rotate(UVCoords.begin(), UVCoords.begin() + rotation_offset,
+ UVCoords.end());
+
+ const GLfloat gVertices[] = {
+ // X, Y, U, V.
+ -1, -1, UVCoords[0][0], UVCoords[0][1],
+ 1, -1, UVCoords[1][0], UVCoords[1][1],
+ 1, 1, UVCoords[2][0], UVCoords[2][1],
+ -1, 1, UVCoords[3][0], UVCoords[3][1],
+ };
+
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices);
+}
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