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// 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/output/geometry_binding.h"
#include "cc/output/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& quad_vertex_rect)
: context_(context),
quad_vertices_vbo_(0),
quad_elements_vbo_(0) {
float vertices[] = {
quad_vertex_rect.x(), quad_vertex_rect.bottom(), 0.0f, 0.0f,
1.0f, quad_vertex_rect.x(), quad_vertex_rect.y(), 0.0f,
0.0f, 0.0f, quad_vertex_rect.right(), quad_vertex_rect.y(),
0.0f, 1.0f, 0.0f, quad_vertex_rect.right(),
quad_vertex_rect.bottom(), 0.0f, 1.0f, 1.0f
};
struct Vertex {
float a_position[3];
float a_texCoord[2];
// Index of the vertex, divide by 4 to have the matrix for this quad.
float a_index;
};
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 = { quad_vertex_rect.x(), quad_vertex_rect.bottom(), 0.0f, 0.0f,
1.0f, i * 4.0f + 0.0f };
Vertex v1 = { quad_vertex_rect.x(), quad_vertex_rect.y(), 0.0f, 0.0f, 0.0f,
i * 4.0f + 1.0f };
Vertex v2 = { quad_vertex_rect.right(), quad_vertex_rect.y(), 0.0f, 1.0f,
0.0f, i * 4.0f + 2.0f };
Vertex v3 = { quad_vertex_rect.right(), quad_vertex_rect.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(context_, quad_vertices_vbo_ = context_->createBuffer());
GLC(context_, quad_elements_vbo_ = context_->createBuffer());
GLC(context_, context_->bindBuffer(GL_ARRAY_BUFFER, quad_vertices_vbo_));
GLC(context_,
context_->bufferData(
GL_ARRAY_BUFFER, sizeof(quad_list), quad_list, GL_STATIC_DRAW));
GLC(context_,
context_->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_elements_vbo_));
GLC(context_,
context_->bufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(quad_index_list),
quad_index_list,
GL_STATIC_DRAW));
}
GeometryBinding::~GeometryBinding() {
GLC(context_, context_->deleteBuffer(quad_vertices_vbo_));
GLC(context_, context_->deleteBuffer(quad_elements_vbo_));
}
void GeometryBinding::PrepareForDraw() {
GLC(context_,
context_->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_elements_vbo_));
GLC(context_, context_->bindBuffer(GL_ARRAY_BUFFER, quad_vertices_vbo_));
GLC(context_,
context_->vertexAttribPointer(
PositionAttribLocation(), 3, GL_FLOAT, false, 6 * sizeof(float), 0));
GLC(context_,
context_->vertexAttribPointer(TexCoordAttribLocation(),
2,
GL_FLOAT,
false,
6 * sizeof(float),
3 * sizeof(float)));
GLC(context_,
context_->vertexAttribPointer(TriangleIndexAttribLocation(),
1,
GL_FLOAT,
false,
6 * sizeof(float),
5 * sizeof(float)));
GLC(context_, context_->enableVertexAttribArray(PositionAttribLocation()));
GLC(context_, context_->enableVertexAttribArray(TexCoordAttribLocation()));
GLC(context_,
context_->enableVertexAttribArray(TriangleIndexAttribLocation()));
}
} // namespace cc
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