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// 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