| // Copyright 2017 Google Inc. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "cobalt/renderer/rasterizer/egl/draw_rect_color_texture.h" |
| |
| #include <GLES2/gl2.h> |
| |
| #include "base/basictypes.h" |
| #include "cobalt/renderer/backend/egl/utils.h" |
| #include "egl/generated_shader_impl.h" |
| #include "starboard/memory.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| namespace { |
| struct VertexAttributes { |
| float position[2]; |
| float texcoord[2]; |
| uint32_t color; |
| }; |
| } // namespace |
| |
| DrawRectColorTexture::DrawRectColorTexture(GraphicsState* graphics_state, |
| const BaseState& base_state, |
| const math::RectF& rect, const render_tree::ColorRGBA& color, |
| const backend::TextureEGL* texture, |
| const math::Matrix3F& texcoord_transform, |
| bool clamp_texcoords) |
| : DrawObject(base_state), |
| texcoord_transform_(texcoord_transform), |
| rect_(rect), |
| texture_(texture), |
| vertex_buffer_(NULL), |
| clamp_texcoords_(clamp_texcoords), |
| tile_texture_(false) { |
| color_ = GetGLRGBA(color * base_state_.opacity); |
| graphics_state->ReserveVertexData(4 * sizeof(VertexAttributes)); |
| } |
| |
| void DrawRectColorTexture::ExecuteUpdateVertexBuffer( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| VertexAttributes attributes[4] = { |
| { { rect_.x(), rect_.bottom() }, // uv = (0,1) |
| { texcoord_transform_(0, 1) + texcoord_transform_(0, 2), |
| texcoord_transform_(1, 1) + texcoord_transform_(1, 2) }, color_ }, |
| { { rect_.right(), rect_.bottom() }, // uv = (1,1) |
| { texcoord_transform_(0, 0) + texcoord_transform_(0, 1) + |
| texcoord_transform_(0, 2), |
| texcoord_transform_(1, 0) + texcoord_transform_(1, 1) + |
| texcoord_transform_(1, 2) }, color_ }, |
| { { rect_.right(), rect_.y() }, // uv = (1,0) |
| { texcoord_transform_(0, 0) + texcoord_transform_(0, 2), |
| texcoord_transform_(1, 0) + texcoord_transform_(1, 2) }, color_ }, |
| { { rect_.x(), rect_.y() }, // uv = (0,0) |
| { texcoord_transform_(0, 2), texcoord_transform_(1, 2) }, color_ }, |
| }; |
| COMPILE_ASSERT(sizeof(attributes) == 4 * sizeof(VertexAttributes), |
| bad_padding); |
| vertex_buffer_ = graphics_state->AllocateVertexData( |
| sizeof(attributes)); |
| SbMemoryCopy(vertex_buffer_, attributes, sizeof(attributes)); |
| |
| // Find minimum and maximum texcoord values. |
| texcoord_clamp_[0] = attributes[0].texcoord[0]; |
| texcoord_clamp_[1] = attributes[0].texcoord[1]; |
| texcoord_clamp_[2] = attributes[0].texcoord[0]; |
| texcoord_clamp_[3] = attributes[0].texcoord[1]; |
| for (int i = 1; i < arraysize(attributes); ++i) { |
| float texcoord_u = attributes[i].texcoord[0]; |
| float texcoord_v = attributes[i].texcoord[1]; |
| if (texcoord_clamp_[0] > texcoord_u) { |
| texcoord_clamp_[0] = texcoord_u; |
| } else if (texcoord_clamp_[2] < texcoord_u) { |
| texcoord_clamp_[2] = texcoord_u; |
| } |
| if (texcoord_clamp_[1] > texcoord_v) { |
| texcoord_clamp_[1] = texcoord_v; |
| } else if (texcoord_clamp_[3] < texcoord_v) { |
| texcoord_clamp_[3] = texcoord_v; |
| } |
| } |
| |
| tile_texture_ = texcoord_clamp_[0] < 0.0f || texcoord_clamp_[1] < 0.0f || |
| texcoord_clamp_[2] > 1.0f || texcoord_clamp_[3] > 1.0f; |
| |
| if (clamp_texcoords_) { |
| // Inset 0.5-epsilon so the border texels are still sampled, but nothing |
| // beyond. |
| const float kTexelInset = 0.499f; |
| texcoord_clamp_[0] += kTexelInset / texture_->GetSize().width(); |
| texcoord_clamp_[1] += kTexelInset / texture_->GetSize().height(); |
| texcoord_clamp_[2] -= kTexelInset / texture_->GetSize().width(); |
| texcoord_clamp_[3] -= kTexelInset / texture_->GetSize().height(); |
| } |
| } |
| |
| void DrawRectColorTexture::ExecuteRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| ShaderProgram<ShaderVertexColorTexcoord, |
| ShaderFragmentColorTexcoord>* program; |
| program_manager->GetProgram(&program); |
| graphics_state->UseProgram(program->GetHandle()); |
| graphics_state->UpdateClipAdjustment( |
| program->GetVertexShader().u_clip_adjustment()); |
| graphics_state->UpdateTransformMatrix( |
| program->GetVertexShader().u_view_matrix(), |
| base_state_.transform); |
| graphics_state->Scissor(base_state_.scissor.x(), base_state_.scissor.y(), |
| base_state_.scissor.width(), base_state_.scissor.height()); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_position(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, position)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_color(), 4, GL_UNSIGNED_BYTE, GL_TRUE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, color)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_texcoord(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, texcoord)); |
| graphics_state->VertexAttribFinish(); |
| GL_CALL(glUniform4fv(program->GetFragmentShader().u_texcoord_clamp(), |
| 1, texcoord_clamp_)); |
| |
| if (tile_texture_) { |
| graphics_state->ActiveBindTexture( |
| program->GetFragmentShader().u_texture_texunit(), |
| texture_->GetTarget(), texture_->gl_handle(), GL_REPEAT); |
| GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)); |
| graphics_state->ActiveBindTexture( |
| program->GetFragmentShader().u_texture_texunit(), |
| texture_->GetTarget(), texture_->gl_handle(), GL_CLAMP_TO_EDGE); |
| } else { |
| graphics_state->ActiveBindTexture( |
| program->GetFragmentShader().u_texture_texunit(), |
| texture_->GetTarget(), texture_->gl_handle()); |
| GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)); |
| } |
| } |
| |
| base::TypeId DrawRectColorTexture::GetTypeId() const { |
| return ShaderProgram<ShaderVertexColorTexcoord, |
| ShaderFragmentColorTexcoord>::GetTypeId(); |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |