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// Copyright 2015 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/output/dynamic_geometry_binding.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_f.h"
namespace cc {
DynamicGeometryBinding::DynamicGeometryBinding(gpu::gles2::GLES2Interface* gl)
: gl_(gl), quad_vertices_vbo_(0), quad_elements_vbo_(0) {
GeometryBindingQuad quads[1];
GeometryBindingQuadIndex quad_indices[1];
static_assert(sizeof(GeometryBindingQuad) == 24 * sizeof(float),
"struct Quad should be densely packed");
static_assert(sizeof(GeometryBindingQuadIndex) == 6 * sizeof(uint16_t),
"struct QuadIndex should be densely packed");
gl_->GenBuffers(1, &quad_vertices_vbo_);
gl_->GenBuffers(1, &quad_elements_vbo_);
gl_->BindBuffer(GL_ARRAY_BUFFER, quad_vertices_vbo_);
gl_->BufferData(GL_ARRAY_BUFFER, sizeof(GeometryBindingQuad) * 1, quads,
GL_DYNAMIC_DRAW);
gl_->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_elements_vbo_);
gl_->BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GeometryBindingQuadIndex) * 1,
&quad_indices, GL_DYNAMIC_DRAW);
}
void DynamicGeometryBinding::InitializeCustomQuad(const gfx::QuadF& quad) {
float uv[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
InitializeCustomQuadWithUVs(quad, uv);
}
void DynamicGeometryBinding::InitializeCustomQuadWithUVs(const gfx::QuadF& quad,
const float uv[8]) {
GeometryBindingVertex v0 = {
{quad.p1().x(), quad.p1().y(), 0.0f}, {uv[0], uv[1]}, 0.0f};
GeometryBindingVertex v1 = {
{quad.p2().x(), quad.p2().y(), 0.0f}, {uv[2], uv[3]}, 1.0f};
GeometryBindingVertex v2 = {
{quad.p3().x(), quad.p3().y(), 0.0f}, {uv[4], uv[5]}, 2.0f};
GeometryBindingVertex v3 = {
{quad.p4().x(), quad.p4().y(), 0.0f}, {uv[6], uv[7]}, 3.0f};
GeometryBindingQuad local_quad = {v0, v1, v2, v3};
GeometryBindingQuadIndex quad_index(
static_cast<uint16>(0), static_cast<uint16>(1), static_cast<uint16>(2),
static_cast<uint16>(3), static_cast<uint16>(0), static_cast<uint16>(2));
gl_->BufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GeometryBindingQuad),
&local_quad);
gl_->BufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0,
sizeof(GeometryBindingQuadIndex), &quad_index);
}
void DynamicGeometryBinding::PrepareForDraw() {
SetupGLContext(gl_, quad_elements_vbo_, quad_vertices_vbo_);
}
} // namespace cc
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