| /* |
| * Copyright 2016 The WebRTC project authors. All Rights Reserved. |
| * |
| * Use of this source code is governed by a BSD-style license |
| * that can be found in the LICENSE file in the root of the source |
| * tree. An additional intellectual property rights grant can be found |
| * in the file PATENTS. All contributing project authors may |
| * be found in the AUTHORS file in the root of the source tree. |
| */ |
| |
| #import "RTCShader.h" |
| |
| #import <OpenGLES/ES3/gl.h> |
| |
| #include <algorithm> |
| #include <array> |
| #include <memory> |
| |
| #import "RTCOpenGLDefines.h" |
| |
| #include "rtc_base/checks.h" |
| #include "rtc_base/logging.h" |
| |
| // Vertex shader doesn't do anything except pass coordinates through. |
| const char kRTCVertexShaderSource[] = |
| SHADER_VERSION |
| VERTEX_SHADER_IN " vec2 position;\n" |
| VERTEX_SHADER_IN " vec2 texcoord;\n" |
| VERTEX_SHADER_OUT " vec2 v_texcoord;\n" |
| "void main() {\n" |
| " gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n" |
| " v_texcoord = texcoord;\n" |
| "}\n"; |
| |
| // Compiles a shader of the given `type` with GLSL source `source` and returns |
| // the shader handle or 0 on error. |
| GLuint RTCCreateShader(GLenum type, const GLchar *source) { |
| GLuint shader = glCreateShader(type); |
| if (!shader) { |
| return 0; |
| } |
| glShaderSource(shader, 1, &source, NULL); |
| glCompileShader(shader); |
| GLint compileStatus = GL_FALSE; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| if (compileStatus == GL_FALSE) { |
| GLint logLength = 0; |
| // The null termination character is included in the returned log length. |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); |
| if (logLength > 0) { |
| std::unique_ptr<char[]> compileLog(new char[logLength]); |
| // The returned string is null terminated. |
| glGetShaderInfoLog(shader, logLength, NULL, compileLog.get()); |
| RTC_LOG(LS_ERROR) << "Shader compile error: " << compileLog.get(); |
| } |
| glDeleteShader(shader); |
| shader = 0; |
| } |
| return shader; |
| } |
| |
| // Links a shader program with the given vertex and fragment shaders and |
| // returns the program handle or 0 on error. |
| GLuint RTCCreateProgram(GLuint vertexShader, GLuint fragmentShader) { |
| if (vertexShader == 0 || fragmentShader == 0) { |
| return 0; |
| } |
| GLuint program = glCreateProgram(); |
| if (!program) { |
| return 0; |
| } |
| glAttachShader(program, vertexShader); |
| glAttachShader(program, fragmentShader); |
| glLinkProgram(program); |
| GLint linkStatus = GL_FALSE; |
| glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| if (linkStatus == GL_FALSE) { |
| glDeleteProgram(program); |
| program = 0; |
| } |
| return program; |
| } |
| |
| // Creates and links a shader program with the given fragment shader source and |
| // a plain vertex shader. Returns the program handle or 0 on error. |
| GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) { |
| GLuint vertexShader = RTCCreateShader(GL_VERTEX_SHADER, kRTCVertexShaderSource); |
| RTC_CHECK(vertexShader) << "failed to create vertex shader"; |
| GLuint fragmentShader = |
| RTCCreateShader(GL_FRAGMENT_SHADER, fragmentShaderSource); |
| RTC_CHECK(fragmentShader) << "failed to create fragment shader"; |
| GLuint program = RTCCreateProgram(vertexShader, fragmentShader); |
| // Shaders are created only to generate program. |
| if (vertexShader) { |
| glDeleteShader(vertexShader); |
| } |
| if (fragmentShader) { |
| glDeleteShader(fragmentShader); |
| } |
| |
| // Set vertex shader variables 'position' and 'texcoord' in program. |
| GLint position = glGetAttribLocation(program, "position"); |
| GLint texcoord = glGetAttribLocation(program, "texcoord"); |
| if (position < 0 || texcoord < 0) { |
| glDeleteProgram(program); |
| return 0; |
| } |
| |
| // Read position attribute with size of 2 and stride of 4 beginning at the start of the array. The |
| // last argument indicates offset of data within the vertex buffer. |
| glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); |
| glEnableVertexAttribArray(position); |
| |
| // Read texcoord attribute with size of 2 and stride of 4 beginning at the first texcoord in the |
| // array. The last argument indicates offset of data within the vertex buffer. |
| glVertexAttribPointer( |
| texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))); |
| glEnableVertexAttribArray(texcoord); |
| |
| return program; |
| } |
| |
| BOOL RTCCreateVertexBuffer(GLuint *vertexBuffer, GLuint *vertexArray) { |
| glGenBuffers(1, vertexBuffer); |
| if (*vertexBuffer == 0) { |
| glDeleteVertexArrays(1, vertexArray); |
| return NO; |
| } |
| glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer); |
| glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); |
| return YES; |
| } |
| |
| // Set vertex data to the currently bound vertex buffer. |
| void RTCSetVertexData(RTCVideoRotation rotation) { |
| // When modelview and projection matrices are identity (default) the world is |
| // contained in the square around origin with unit size 2. Drawing to these |
| // coordinates is equivalent to drawing to the entire screen. The texture is |
| // stretched over that square using texture coordinates (u, v) that range |
| // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically |
| // here because the incoming frame has origin in upper left hand corner but |
| // OpenGL expects origin in bottom left corner. |
| std::array<std::array<GLfloat, 2>, 4> UVCoords = {{ |
| {{0, 1}}, // Lower left. |
| {{1, 1}}, // Lower right. |
| {{1, 0}}, // Upper right. |
| {{0, 0}}, // Upper left. |
| }}; |
| |
| // Rotate the UV coordinates. |
| int rotation_offset; |
| switch (rotation) { |
| case RTCVideoRotation_0: |
| rotation_offset = 0; |
| break; |
| case RTCVideoRotation_90: |
| rotation_offset = 1; |
| break; |
| case RTCVideoRotation_180: |
| rotation_offset = 2; |
| break; |
| case RTCVideoRotation_270: |
| rotation_offset = 3; |
| break; |
| } |
| std::rotate(UVCoords.begin(), UVCoords.begin() + rotation_offset, |
| UVCoords.end()); |
| |
| const GLfloat gVertices[] = { |
| // X, Y, U, V. |
| -1, -1, UVCoords[0][0], UVCoords[0][1], |
| 1, -1, UVCoords[1][0], UVCoords[1][1], |
| 1, 1, UVCoords[2][0], UVCoords[2][1], |
| -1, 1, UVCoords[3][0], UVCoords[3][1], |
| }; |
| |
| glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices); |
| } |