// Copyright 2011 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 "cc/geometry_binding.h" #include "cc/gl_renderer.h" // For the GLC() macro. #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" #include "third_party/khronos/GLES2/gl2.h" #include "ui/gfx/rect_f.h" namespace cc { GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gfx::RectF& quadVertexRect) : m_context(context) , m_quadVerticesVbo(0) , m_quadElementsVbo(0) , m_initialized(false) { float vertices[] = { quadVertexRect.x(), quadVertexRect.bottom(), 0.0f, 0.0f, 1.0f, quadVertexRect.x(), quadVertexRect.y(), 0.0f, 0.0f, 0.0f, quadVertexRect.right(), quadVertexRect.y(), 0.0f, 1.0f, 0.0f, quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f }; struct Vertex { float a_position[3]; float a_texCoord[2]; float a_index; // index of the vertex, divide by 4 to have the matrix for this quad }; struct Quad { Vertex v0, v1, v2, v3; }; struct QuadIndex { uint16_t data[6]; }; COMPILE_ASSERT(sizeof(Quad) == 24 * sizeof(float), struct_is_densely_packed); COMPILE_ASSERT(sizeof(QuadIndex) == 6 * sizeof(uint16_t), struct_is_densely_packed); Quad quad_list[8]; QuadIndex quad_index_list[8]; for (int i = 0; i < 8; i++) { Vertex v0 = { quadVertexRect.x() , quadVertexRect.bottom(), 0.0f, 0.0f, 1.0f, i * 4.0f + 0.0f }; Vertex v1 = { quadVertexRect.x() , quadVertexRect.y() , 0.0f, 0.0f, 0.0f, i * 4.0f + 1.0f }; Vertex v2 = { quadVertexRect.right(), quadVertexRect.y() , 0.0f, 1.0f, 0.0f, i * 4.0f + 2.0f }; Vertex v3 = { quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f, i * 4.0f + 3.0f }; Quad x = { v0, v1, v2, v3 }; quad_list[i] = x; QuadIndex y = { 0 + 4 * i, 1 + 4 * i, 2 + 4 * i, 3 + 4 * i, 0 + 4 * i, 2 + 4 * i }; quad_index_list[i] = y; } GLC(m_context, m_quadVerticesVbo = m_context->createBuffer()); GLC(m_context, m_quadElementsVbo = m_context->createBuffer()); GLC(m_context, m_quadListVerticesVbo = m_context->createBuffer()); GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, m_quadVerticesVbo)); GLC(m_context, m_context->bufferData(GL_ARRAY_BUFFER, sizeof(quad_list), quad_list, GL_STATIC_DRAW)); GLC(m_context, m_context->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_quadElementsVbo)); GLC(m_context, m_context->bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_index_list), quad_index_list, GL_STATIC_DRAW)); m_initialized = true; } GeometryBinding::~GeometryBinding() { GLC(m_context, m_context->deleteBuffer(m_quadVerticesVbo)); GLC(m_context, m_context->deleteBuffer(m_quadElementsVbo)); } void GeometryBinding::prepareForDraw() { GLC(m_context, m_context->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadElementsVbo())); GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, quadVerticesVbo())); GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, GL_FLOAT, false, 6 * sizeof(float), 0)); GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, GL_FLOAT, false, 6 * sizeof(float), 3 * sizeof(float))); GLC(m_context, m_context->vertexAttribPointer(triangleIndexAttribLocation(), 1, GL_FLOAT, false, 6 * sizeof(float), 5 * sizeof(float))); GLC(m_context, m_context->enableVertexAttribArray(positionAttribLocation())); GLC(m_context, m_context->enableVertexAttribArray(texCoordAttribLocation())); GLC(m_context, m_context->enableVertexAttribArray(triangleIndexAttribLocation())); } } // namespace cc