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- // Copyright 2016 The Chromium Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style license that can be
- // found in the LICENSE file.
- #include "device/vr/vr_gl_util.h"
- #include "ui/gfx/geometry/transform.h"
- namespace vr {
- // This code is adapted from the GVR Treasure Hunt demo source.
- std::array<float, 16> MatrixToGLArray(const gfx::Transform& transform) {
- std::array<float, 16> result;
- transform.matrix().getColMajor(result.data());
- return result;
- }
- GLuint CompileShader(GLenum shader_type,
- const std::string& shader_source,
- std::string& error) {
- GLuint shader_handle = glCreateShader(shader_type);
- if (shader_handle != 0) {
- // Pass in the shader source. No need to pass in a length for
- // null-terminated input.
- const char* source = shader_source.c_str();
- glShaderSource(shader_handle, 1, &source, nullptr);
- // Compile the shader.
- glCompileShader(shader_handle);
- // Get the compilation status.
- GLint status = GL_FALSE;
- glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
- if (status == GL_FALSE) {
- GLint info_log_length = 0;
- glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
- GLchar* str_info_log = new GLchar[info_log_length + 1];
- glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log);
- error = "Error compiling shader: ";
- error += str_info_log;
- delete[] str_info_log;
- glDeleteShader(shader_handle);
- shader_handle = 0;
- }
- } else {
- error = "Could not create a shader handle (did not attempt compilation).";
- }
- return shader_handle;
- }
- GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
- GLuint fragment_shader_handle,
- std::string& error) {
- GLuint program_handle = glCreateProgram();
- if (program_handle != 0) {
- // Bind the vertex shader to the program.
- glAttachShader(program_handle, vertext_shader_handle);
- // Bind the fragment shader to the program.
- glAttachShader(program_handle, fragment_shader_handle);
- // Link the two shaders together into a program.
- glLinkProgram(program_handle);
- // Get the link status.
- GLint link_status = GL_FALSE;
- glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
- // If the link failed, delete the program.
- if (link_status == GL_FALSE) {
- GLint info_log_length = 0;
- glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
- GLchar* str_info_log = new GLchar[info_log_length + 1];
- glGetProgramInfoLog(program_handle, info_log_length, nullptr,
- str_info_log);
- error = "Error compiling program: ";
- error += str_info_log;
- delete[] str_info_log;
- glDeleteProgram(program_handle);
- program_handle = 0;
- }
- }
- return program_handle;
- }
- void SetTexParameters(GLenum texture_type) {
- glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- void SetColorUniform(GLuint handle, SkColor c) {
- glUniform4f(handle, SkColorGetR(c) / 255.0, SkColorGetG(c) / 255.0,
- SkColorGetB(c) / 255.0, SkColorGetA(c) / 255.0);
- }
- void SetOpaqueColorUniform(GLuint handle, SkColor c) {
- glUniform3f(handle, SkColorGetR(c) / 255.0, SkColorGetG(c) / 255.0,
- SkColorGetB(c) / 255.0);
- }
- } // namespace vr
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