Obj-C SDK Cleanup
This CL separates the files under sdk/objc into logical directories, replacing the previous file layout under Framework/. A long term goal is to have some system set up to generate the files under sdk/objc/api (the PeerConnection API wrappers) from the C++ code. In the shorter term the goal is to abstract out shared concepts from these classes in order to make them as uniform as possible. The separation into base/, components/, and helpers/ are to differentiate between the base layer's common protocols, various utilities and the actual platform specific components. The old directory layout that resembled a framework's internal layout is not necessary, since it is generated by the framework target when building it. Bug: webrtc:9627 Change-Id: Ib084fd83f050ae980649ca99e841f4fb0580bd8f Reviewed-on: https://webrtc-review.googlesource.com/94142 Reviewed-by: Kári Helgason <kthelgason@webrtc.org> Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Rasmus Brandt <brandtr@webrtc.org> Reviewed-by: Henrik Andreassson <henrika@webrtc.org> Commit-Queue: Anders Carlsson <andersc@webrtc.org> Cr-Commit-Position: refs/heads/master@{#24493}
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sdk/objc/components/renderer/opengl/RTCShader.mm
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189
sdk/objc/components/renderer/opengl/RTCShader.mm
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/*
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* Copyright 2016 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#import "RTCShader.h"
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#if TARGET_OS_IPHONE
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#import <OpenGLES/ES3/gl.h>
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#else
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#import <OpenGL/gl3.h>
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#endif
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#include <algorithm>
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#include <array>
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#include <memory>
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#import "RTCOpenGLDefines.h"
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#include "rtc_base/checks.h"
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#include "rtc_base/logging.h"
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// Vertex shader doesn't do anything except pass coordinates through.
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const char kRTCVertexShaderSource[] =
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SHADER_VERSION
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VERTEX_SHADER_IN " vec2 position;\n"
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VERTEX_SHADER_IN " vec2 texcoord;\n"
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VERTEX_SHADER_OUT " vec2 v_texcoord;\n"
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"void main() {\n"
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" gl_Position = vec4(position.x, position.y, 0.0, 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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// Compiles a shader of the given |type| with GLSL source |source| and returns
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// the shader handle or 0 on error.
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GLuint RTCCreateShader(GLenum type, const GLchar *source) {
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GLuint shader = glCreateShader(type);
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if (!shader) {
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return 0;
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}
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint compileStatus = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus == GL_FALSE) {
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GLint logLength = 0;
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// The null termination character is included in the returned log length.
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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std::unique_ptr<char[]> compileLog(new char[logLength]);
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// The returned string is null terminated.
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glGetShaderInfoLog(shader, logLength, NULL, compileLog.get());
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RTC_LOG(LS_ERROR) << "Shader compile error: " << compileLog.get();
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}
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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// Links a shader program with the given vertex and fragment shaders and
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// returns the program handle or 0 on error.
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GLuint RTCCreateProgram(GLuint vertexShader, GLuint fragmentShader) {
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if (vertexShader == 0 || fragmentShader == 0) {
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return 0;
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}
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GLuint program = glCreateProgram();
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if (!program) {
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return 0;
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}
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus == GL_FALSE) {
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glDeleteProgram(program);
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program = 0;
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}
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return program;
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}
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// Creates and links a shader program with the given fragment shader source and
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// a plain vertex shader. Returns the program handle or 0 on error.
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GLuint RTCCreateProgramFromFragmentSource(const char fragmentShaderSource[]) {
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GLuint vertexShader = RTCCreateShader(GL_VERTEX_SHADER, kRTCVertexShaderSource);
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RTC_CHECK(vertexShader) << "failed to create vertex shader";
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GLuint fragmentShader =
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RTCCreateShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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RTC_CHECK(fragmentShader) << "failed to create fragment shader";
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GLuint program = RTCCreateProgram(vertexShader, fragmentShader);
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// Shaders are created only to generate program.
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if (vertexShader) {
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glDeleteShader(vertexShader);
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}
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if (fragmentShader) {
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glDeleteShader(fragmentShader);
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}
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// Set vertex shader variables 'position' and 'texcoord' in program.
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GLint position = glGetAttribLocation(program, "position");
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GLint texcoord = glGetAttribLocation(program, "texcoord");
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if (position < 0 || texcoord < 0) {
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glDeleteProgram(program);
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return 0;
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}
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// Read position attribute with size of 2 and stride of 4 beginning at the start of the array. The
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// last argument indicates offset of data within the vertex buffer.
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glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
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glEnableVertexAttribArray(position);
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// Read texcoord attribute with size of 2 and stride of 4 beginning at the first texcoord in the
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// array. The last argument indicates offset of data within the vertex buffer.
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glVertexAttribPointer(
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texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
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glEnableVertexAttribArray(texcoord);
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return program;
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}
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BOOL RTCCreateVertexBuffer(GLuint *vertexBuffer, GLuint *vertexArray) {
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#if !TARGET_OS_IPHONE
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glGenVertexArrays(1, vertexArray);
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if (*vertexArray == 0) {
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return NO;
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}
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glBindVertexArray(*vertexArray);
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#endif
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glGenBuffers(1, vertexBuffer);
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if (*vertexBuffer == 0) {
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glDeleteVertexArrays(1, vertexArray);
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return NO;
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}
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glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
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return YES;
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}
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// Set vertex data to the currently bound vertex buffer.
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void RTCSetVertexData(RTCVideoRotation rotation) {
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// When modelview and projection matrices are identity (default) the world is
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// contained in the square around origin with unit size 2. Drawing to these
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// coordinates is equivalent to drawing to the entire screen. The texture is
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// stretched over that square using texture coordinates (u, v) that range
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// from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
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// here because the incoming frame has origin in upper left hand corner but
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// OpenGL expects origin in bottom left corner.
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std::array<std::array<GLfloat, 2>, 4> UVCoords = {{
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{{0, 1}}, // Lower left.
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{{1, 1}}, // Lower right.
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{{1, 0}}, // Upper right.
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{{0, 0}}, // Upper left.
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}};
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// Rotate the UV coordinates.
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int rotation_offset;
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switch (rotation) {
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case RTCVideoRotation_0:
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rotation_offset = 0;
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break;
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case RTCVideoRotation_90:
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rotation_offset = 1;
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break;
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case RTCVideoRotation_180:
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rotation_offset = 2;
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break;
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case RTCVideoRotation_270:
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rotation_offset = 3;
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break;
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}
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std::rotate(UVCoords.begin(), UVCoords.begin() + rotation_offset,
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UVCoords.end());
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const GLfloat gVertices[] = {
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// X, Y, U, V.
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-1, -1, UVCoords[0][0], UVCoords[0][1],
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1, -1, UVCoords[1][0], UVCoords[1][1],
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1, 1, UVCoords[2][0], UVCoords[2][1],
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-1, 1, UVCoords[3][0], UVCoords[3][1],
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gVertices), gVertices);
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}
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