| // 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_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]; |
| }; |
| } // namespace |
| |
| DrawRectTexture::DrawRectTexture(GraphicsState* graphics_state, |
| const BaseState& base_state, |
| const math::RectF& rect, |
| const backend::TextureEGL* texture, |
| const math::Matrix3F& texcoord_transform) |
| : DrawObject(base_state), |
| texcoord_transform_(texcoord_transform), |
| rect_(rect), |
| texture_(texture), |
| vertex_buffer_(NULL), |
| tile_texture_(false) { |
| graphics_state->ReserveVertexData(4 * sizeof(VertexAttributes)); |
| } |
| |
| void DrawRectTexture::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) } }, |
| { { 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) } }, |
| { { rect_.right(), rect_.y() }, // uv = (1,0) |
| { texcoord_transform_(0, 0) + texcoord_transform_(0, 2), |
| texcoord_transform_(1, 0) + texcoord_transform_(1, 2) } }, |
| { { rect_.x(), rect_.y() }, // uv = (0,0) |
| { texcoord_transform_(0, 2), texcoord_transform_(1, 2) } }, |
| }; |
| COMPILE_ASSERT(sizeof(attributes) == 4 * sizeof(VertexAttributes), |
| bad_padding); |
| vertex_buffer_ = graphics_state->AllocateVertexData( |
| sizeof(attributes)); |
| SbMemoryCopy(vertex_buffer_, attributes, sizeof(attributes)); |
| |
| for (int i = 0; i < arraysize(attributes); ++i) { |
| tile_texture_ = tile_texture_ || |
| attributes[i].texcoord[0] < 0.0f || attributes[i].texcoord[0] > 1.0f || |
| attributes[i].texcoord[1] < 0.0f || attributes[i].texcoord[1] > 1.0f; |
| } |
| } |
| |
| void DrawRectTexture::ExecuteRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| ShaderProgram<ShaderVertexTexcoord, |
| ShaderFragmentTexcoord>* 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_texcoord(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, texcoord)); |
| graphics_state->VertexAttribFinish(); |
| |
| 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 DrawRectTexture::GetTypeId() const { |
| return ShaderProgram<ShaderVertexTexcoord, |
| ShaderFragmentTexcoord>::GetTypeId(); |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |