1099 lines
28 KiB
C++
1099 lines
28 KiB
C++
// Copyright (c) 2012 The Chromium Embedded Framework Authors. All rights
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// reserved. Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file.
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#include "tests/cefclient/browser/osr_renderer.h"
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#if defined(__clang__)
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// Begin disable NSOpenGL deprecation warnings.
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#endif
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#if USE_SHADERS
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// Expose prototypes for OpenGL shader functions.
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#define GL_GLEXT_PROTOTYPES
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#endif
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#include <math.h>
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#if defined(OS_WIN)
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#include <gl/gl.h>
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#elif defined(OS_MAC)
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#if USE_SHADERS
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#include <OpenGL/gl3.h>
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#else
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#include <OpenGL/gl.h>
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#endif
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#elif defined(OS_LINUX)
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#include <GL/gl.h>
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#else
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#error Platform is not supported.
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#endif
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#include "include/base/cef_logging.h"
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#include "include/wrapper/cef_helpers.h"
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#ifndef GL_BGR
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#define GL_BGR 0x80E0
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#endif
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#ifndef GL_BGRA
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#define GL_BGRA 0x80E1
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#endif
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#ifndef GL_UNSIGNED_INT_8_8_8_8_REV
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#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
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#endif
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// DCHECK on gl errors.
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#if DCHECK_IS_ON()
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#define VERIFY_NO_ERROR \
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{ \
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int _gl_error = glGetError(); \
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DCHECK(_gl_error == GL_NO_ERROR) << "glGetError returned " << _gl_error; \
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}
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#else
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#define VERIFY_NO_ERROR
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#endif
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namespace client {
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#if USE_SHADERS
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namespace {
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const char* kScreenVertexShader =
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"#version 330 core\n"
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"out vec2 texCoord;\n"
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"uniform mat4 transform;\n"
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"void main() {\n"
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"\tfloat x = float(((uint(gl_VertexID) + 2u) / 3u)\%2u);\n"
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"\tfloat y = float(((uint(gl_VertexID) + 1u) / 3u)\%2u);\n"
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"\tvec4 pos = vec4(-1.0f + x*2.0f, -1.0f + y*2.0f, 0.0f, 1.0f);\n"
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"\tgl_Position = transform * pos;\n"
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"\ttexCoord = vec2(x, -y);\n"
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"}";
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const char* kScreenFragmentShader =
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"#version 330 core\n"
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"out vec4 fColor;\n"
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"in vec2 texCoord;\n"
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"uniform sampler2D texture;\n"
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"void main() {\n"
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"\tfColor = texture2D(texture, texCoord);\n"
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"}";
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const char* kUpdateRectVertexShader =
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"#version 330 core\n"
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"layout (location = 0) in vec2 pos;\n"
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"layout (location = 1) in vec3 color;\n"
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"out vec4 vColor;\n"
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"uniform mat4 transform;\n"
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"void main() {\n"
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"\tgl_Position = transform * vec4(pos, 0.0f, 1.0f);\n"
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"\tvColor = vec4(color, 1.0f);\n"
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"}";
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const char* kUpdateRectFragmentShader =
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"#version 330 core\n"
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"out vec4 fColor;\n"
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"in vec4 vColor;\n"
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"void main() {\n"
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"\tfColor = vColor;\n"
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"}";
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// clang-format off
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constexpr float kLineVertices[] = {
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// pos // color
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f
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};
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// clang-format on
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using mat4x4_t = float[16];
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void mat4x4_identity(mat4x4_t& matrix) {
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// row 0
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matrix[0] = 1.0f;
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matrix[1] = 0.0f;
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matrix[2] = 0.0f;
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matrix[3] = 0.0f;
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// row 1
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matrix[4] = 0.0f;
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matrix[5] = 1.0f;
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matrix[6] = 0.0f;
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matrix[7] = 0.0f;
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// row 2
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matrix[8] = 0.0f;
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matrix[9] = 0.0f;
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matrix[10] = 1.0f;
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matrix[11] = 0.0f;
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// row 3
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matrix[12] = 0.0f;
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matrix[13] = 0.0f;
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matrix[14] = 0.0f;
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matrix[15] = 1.0f;
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}
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void mat4x4_rotate(mat4x4_t& matrix, float angle, float x, float y, float z) {
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float c, s, t;
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float length, theta;
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// degrees to radians
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theta = angle * (M_PI / 180.0f);
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// normalize
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length = sqrtf(x * x + y * y + z * z);
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// too close to 0, can't make normalized vector
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if (length < 0.0001f) {
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return;
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}
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x /= length;
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y /= length;
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z /= length;
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c = cosf(theta);
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s = sinf(theta);
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t = 1.0f - c;
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// row 0
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matrix[0] = t * x * x + c;
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matrix[1] = t * x * y - s * z;
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matrix[2] = t * x * z + s * y;
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matrix[3] = 0.0f;
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// row 1
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matrix[4] = t * y * x + s * z;
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matrix[5] = t * y * y + c;
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matrix[6] = t * y * z - s * x;
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matrix[7] = 0.0f;
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// row 2
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matrix[8] = t * x * z - s * y;
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matrix[9] = t * y * z + s * x;
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matrix[10] = t * z * z + c;
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matrix[11] = 0.0f;
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// row 3
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matrix[12] = 0.0f;
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matrix[13] = 0.0f;
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matrix[14] = 0.0f;
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matrix[15] = 1.0f;
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}
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void mat4x4_ortho(mat4x4_t& matrix,
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float left,
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float right,
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float bottom,
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float top,
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float near,
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float far) {
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// row 0
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matrix[0] = 2.0f / (right - left);
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matrix[1] = 0.0f;
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matrix[2] = 0.0f;
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matrix[3] = 0.0f;
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// row 1
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matrix[4] = 0.0f;
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matrix[5] = 2.0f / (top - bottom);
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matrix[6] = 0.0f;
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matrix[7] = 0.0f;
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// row 2
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matrix[8] = 0.0f;
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matrix[9] = 0.0f;
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matrix[10] = -2.0f / (far - near);
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matrix[11] = 0.0f;
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// row 3
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matrix[12] = -(right + left) / (right - left);
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matrix[13] = -(top + bottom) / (top - bottom);
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matrix[14] = -(far + near) / (far - near);
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matrix[15] = 1.0f;
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}
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void mat4x4_multiply(mat4x4_t& c, const mat4x4_t& a, const mat4x4_t& b) {
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// row 0
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c[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8];
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c[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9];
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c[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10];
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c[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3];
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// row 1
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c[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8];
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c[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9];
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c[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10];
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c[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7];
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// row 2
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c[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8];
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c[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9];
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c[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10];
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c[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11];
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// row 3
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c[12] = 0.0f;
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c[13] = 0.0f;
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c[14] = 0.0f;
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c[15] = 1.0f;
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}
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} // namespace
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#endif // USE_SHADERS
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OsrRenderer::OsrRenderer(const OsrRendererSettings& settings)
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: settings_(settings)
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#if USE_SHADERS
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,
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line_vertices_(kLineVertices, kLineVertices + std::size(kLineVertices))
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#endif
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{
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}
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OsrRenderer::~OsrRenderer() {
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Cleanup();
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}
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void OsrRenderer::Initialize() {
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if (initialized_) {
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return;
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}
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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VERIFY_NO_ERROR;
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if (IsTransparent()) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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VERIFY_NO_ERROR;
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} else {
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glClearColor(float(CefColorGetR(settings_.background_color)) / 255.0f,
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float(CefColorGetG(settings_.background_color)) / 255.0f,
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float(CefColorGetB(settings_.background_color)) / 255.0f,
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1.0f);
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VERIFY_NO_ERROR;
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}
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#if USE_SHADERS
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glGenVertexArrays(1, &vao_id_);
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VERIFY_NO_ERROR;
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glGenBuffers(1, &vbo_id_);
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VERIFY_NO_ERROR;
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glBindVertexArray(vao_id_);
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VERIFY_NO_ERROR;
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);
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VERIFY_NO_ERROR;
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glBufferData(GL_ARRAY_BUFFER, line_vertices_.size() * sizeof(float), nullptr,
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GL_STATIC_DRAW);
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VERIFY_NO_ERROR;
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int success;
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unsigned int vertex_shader_id;
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unsigned int fragment_shader_id;
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char infoLog[512];
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// create & compile screen vertex shader program
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vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
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VERIFY_NO_ERROR;
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glShaderSource(vertex_shader_id, 1, &kScreenVertexShader, NULL);
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VERIFY_NO_ERROR;
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glCompileShader(vertex_shader_id);
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VERIFY_NO_ERROR;
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glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetShaderInfoLog(vertex_shader_id, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Vertex shader compile error: " << infoLog;
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}
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// create & compile screen fragment shader program
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fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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VERIFY_NO_ERROR;
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glShaderSource(fragment_shader_id, 1, &kScreenFragmentShader, NULL);
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VERIFY_NO_ERROR;
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glCompileShader(fragment_shader_id);
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VERIFY_NO_ERROR;
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glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetShaderInfoLog(fragment_shader_id, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Fragment shader compile error: " << infoLog;
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}
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// create final shader program
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screen_shader_program_id_ = glCreateProgram();
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VERIFY_NO_ERROR;
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glAttachShader(screen_shader_program_id_, vertex_shader_id);
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VERIFY_NO_ERROR;
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glAttachShader(screen_shader_program_id_, fragment_shader_id);
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VERIFY_NO_ERROR;
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glLinkProgram(screen_shader_program_id_);
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VERIFY_NO_ERROR;
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glGetProgramiv(screen_shader_program_id_, GL_LINK_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetProgramInfoLog(screen_shader_program_id_, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Shader program link error: " << infoLog;
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}
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// delete the shader's as they're linked into our program now
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glDeleteShader(vertex_shader_id);
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VERIFY_NO_ERROR;
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glDeleteShader(fragment_shader_id);
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VERIFY_NO_ERROR;
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// create & compile update rect vertex shader program
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vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
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VERIFY_NO_ERROR;
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glShaderSource(vertex_shader_id, 1, &kUpdateRectVertexShader, NULL);
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VERIFY_NO_ERROR;
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glCompileShader(vertex_shader_id);
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VERIFY_NO_ERROR;
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glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetShaderInfoLog(vertex_shader_id, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Vertex shader compile error: " << infoLog;
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}
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// create & compile update rect fragment shader program
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fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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VERIFY_NO_ERROR;
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glShaderSource(fragment_shader_id, 1, &kUpdateRectFragmentShader, NULL);
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VERIFY_NO_ERROR;
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glCompileShader(fragment_shader_id);
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VERIFY_NO_ERROR;
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glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetShaderInfoLog(fragment_shader_id, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Fragment shader compile error: " << infoLog;
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}
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// create final shader program
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update_rect_shader_program_id_ = glCreateProgram();
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VERIFY_NO_ERROR;
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glAttachShader(update_rect_shader_program_id_, vertex_shader_id);
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VERIFY_NO_ERROR;
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glAttachShader(update_rect_shader_program_id_, fragment_shader_id);
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VERIFY_NO_ERROR;
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glLinkProgram(update_rect_shader_program_id_);
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VERIFY_NO_ERROR;
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glGetProgramiv(update_rect_shader_program_id_, GL_LINK_STATUS, &success);
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VERIFY_NO_ERROR;
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if (!success) {
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glGetProgramInfoLog(update_rect_shader_program_id_, 512, NULL, infoLog);
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VERIFY_NO_ERROR;
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LOG(ERROR) << "Shader program link error: " << infoLog;
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}
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// delete the shader's as they're linked into our program now
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glDeleteShader(vertex_shader_id);
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VERIFY_NO_ERROR;
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glDeleteShader(fragment_shader_id);
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VERIFY_NO_ERROR;
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#endif // USE_SHADERS
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// Necessary for non-power-of-2 textures to render correctly.
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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VERIFY_NO_ERROR;
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// Create the texture.
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glGenTextures(1, &texture_id_);
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VERIFY_NO_ERROR;
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DCHECK_NE(texture_id_, 0U);
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VERIFY_NO_ERROR;
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glBindTexture(GL_TEXTURE_2D, texture_id_);
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VERIFY_NO_ERROR;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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VERIFY_NO_ERROR;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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VERIFY_NO_ERROR;
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#if USE_SHADERS
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glUseProgram(screen_shader_program_id_);
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VERIFY_NO_ERROR;
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glUniform1i(glGetUniformLocation(screen_shader_program_id_, "texture"), 0);
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VERIFY_NO_ERROR;
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#else
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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VERIFY_NO_ERROR;
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#endif
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initialized_ = true;
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}
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void OsrRenderer::Cleanup() {
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if (texture_id_ != 0) {
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glDeleteTextures(1, &texture_id_);
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}
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#if USE_SHADERS
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if (vao_id_ != 0) {
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glDeleteVertexArrays(1, &vao_id_);
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}
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if (screen_shader_program_id_ != 0) {
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glDeleteProgram(screen_shader_program_id_);
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}
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if (update_rect_shader_program_id_ != 0) {
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glDeleteProgram(screen_shader_program_id_);
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}
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#endif
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}
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void OsrRenderer::Render() {
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if (view_width_ == 0 || view_height_ == 0) {
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return;
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}
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DCHECK(initialized_);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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VERIFY_NO_ERROR;
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// Match GL units to screen coordinates.
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glViewport(0, 0, view_width_, view_height_);
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VERIFY_NO_ERROR;
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#if USE_SHADERS
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mat4x4_t transformation;
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mat4x4_t rotX, rotY;
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mat4x4_identity(transformation);
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mat4x4_identity(rotX);
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mat4x4_identity(rotY);
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// Rotate the view based on the mouse spin.
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if (spin_x_ != 0) {
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mat4x4_rotate(rotX, -spin_x_, 1.0f, 0.0f, 0.0f);
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}
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if (spin_y_ != 0) {
|
|
mat4x4_rotate(rotY, -spin_y_, 0.0f, 1.0f, 0.0f);
|
|
}
|
|
mat4x4_multiply(transformation, rotX, rotY);
|
|
|
|
if (IsTransparent()) {
|
|
// Alpha blending style. Texture values have premultiplied alpha.
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Enable alpha blending.
|
|
glEnable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
VERIFY_NO_ERROR;
|
|
glBindTexture(GL_TEXTURE_2D, texture_id_);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glUseProgram(screen_shader_program_id_);
|
|
VERIFY_NO_ERROR;
|
|
glUniformMatrix4fv(
|
|
glGetUniformLocation(screen_shader_program_id_, "transform"), 1, GL_FALSE,
|
|
transformation);
|
|
VERIFY_NO_ERROR;
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
VERIFY_NO_ERROR;
|
|
|
|
if (IsTransparent()) {
|
|
// Disable alpha blending.
|
|
glDisable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
// Draw a rectangle around the update region.
|
|
if (settings_.show_update_rect && !update_rect_.IsEmpty()) {
|
|
mat4x4_t projection;
|
|
int left = update_rect_.x;
|
|
int right = update_rect_.x + update_rect_.width;
|
|
int top = update_rect_.y;
|
|
int bottom = update_rect_.y + update_rect_.height;
|
|
float* vertices = line_vertices_.data();
|
|
|
|
#if defined(OS_LINUX)
|
|
// Shrink the box so that top & right sides are drawn.
|
|
top += 1;
|
|
right -= 1;
|
|
#else
|
|
// Shrink the box so that left & bottom sides are drawn.
|
|
left += 1;
|
|
bottom -= 1;
|
|
#endif
|
|
|
|
mat4x4_ortho(projection, 0.0f, view_width_, view_height_, 0.0f, 0.0f, 1.0f);
|
|
|
|
// v0
|
|
vertices[0] = left;
|
|
vertices[1] = top;
|
|
|
|
// v1
|
|
vertices[5] = right;
|
|
vertices[6] = top;
|
|
|
|
// v2
|
|
vertices[10] = right;
|
|
vertices[11] = bottom;
|
|
|
|
// v3
|
|
vertices[15] = left;
|
|
vertices[16] = bottom;
|
|
|
|
// v4
|
|
vertices[20] = left;
|
|
vertices[21] = top;
|
|
|
|
void* ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
VERIFY_NO_ERROR;
|
|
memcpy(ptr, line_vertices_.data(), line_vertices_.size() * sizeof(float));
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glLineWidth(1.0f);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glUseProgram(update_rect_shader_program_id_);
|
|
VERIFY_NO_ERROR;
|
|
glUniformMatrix4fv(
|
|
glGetUniformLocation(update_rect_shader_program_id_, "transform"), 1,
|
|
GL_FALSE, projection);
|
|
VERIFY_NO_ERROR;
|
|
glEnableVertexAttribArray(0);
|
|
VERIFY_NO_ERROR;
|
|
glEnableVertexAttribArray(1);
|
|
VERIFY_NO_ERROR;
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
|
|
(void*)0);
|
|
VERIFY_NO_ERROR;
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
|
|
(void*)(2 * sizeof(float)));
|
|
VERIFY_NO_ERROR;
|
|
glDrawArrays(GL_LINE_LOOP, 0, 5);
|
|
VERIFY_NO_ERROR;
|
|
glDisableVertexAttribArray(0);
|
|
VERIFY_NO_ERROR;
|
|
glDisableVertexAttribArray(1);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
#else // !USE_SHADERS
|
|
struct {
|
|
float tu, tv;
|
|
float x, y, z;
|
|
} static vertices[] = {{0.0f, 1.0f, -1.0f, -1.0f, 0.0f},
|
|
{1.0f, 1.0f, 1.0f, -1.0f, 0.0f},
|
|
{1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
|
|
{0.0f, 0.0f, -1.0f, 1.0f, 0.0f}};
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Draw the background gradient.
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
VERIFY_NO_ERROR;
|
|
// Don't check for errors until glEnd().
|
|
glBegin(GL_QUADS);
|
|
glColor4f(1.0, 0.0, 0.0, 1.0); // red
|
|
glVertex2f(-1.0, -1.0);
|
|
glVertex2f(1.0, -1.0);
|
|
glColor4f(0.0, 0.0, 1.0, 1.0); // blue
|
|
glVertex2f(1.0, 1.0);
|
|
glVertex2f(-1.0, 1.0);
|
|
glEnd();
|
|
VERIFY_NO_ERROR;
|
|
glPopAttrib();
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Rotate the view based on the mouse spin.
|
|
if (spin_x_ != 0) {
|
|
glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
if (spin_y_ != 0) {
|
|
glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
if (IsTransparent()) {
|
|
// Alpha blending style. Texture values have premultiplied alpha.
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Enable alpha blending.
|
|
glEnable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
// Enable 2D textures.
|
|
glEnable(GL_TEXTURE_2D);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Draw the facets with the texture.
|
|
DCHECK_NE(texture_id_, 0U);
|
|
VERIFY_NO_ERROR;
|
|
glBindTexture(GL_TEXTURE_2D, texture_id_);
|
|
VERIFY_NO_ERROR;
|
|
glInterleavedArrays(GL_T2F_V3F, 0, vertices);
|
|
VERIFY_NO_ERROR;
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Disable 2D textures.
|
|
glDisable(GL_TEXTURE_2D);
|
|
VERIFY_NO_ERROR;
|
|
|
|
if (IsTransparent()) {
|
|
// Disable alpha blending.
|
|
glDisable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
// Draw a rectangle around the update region.
|
|
if (settings_.show_update_rect && !update_rect_.IsEmpty()) {
|
|
int left = update_rect_.x;
|
|
int right = update_rect_.x + update_rect_.width;
|
|
int top = update_rect_.y;
|
|
int bottom = update_rect_.y + update_rect_.height;
|
|
|
|
#if defined(OS_LINUX)
|
|
// Shrink the box so that top & right sides are drawn.
|
|
top += 1;
|
|
right -= 1;
|
|
#else
|
|
// Shrink the box so that left & bottom sides are drawn.
|
|
left += 1;
|
|
bottom -= 1;
|
|
#endif
|
|
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
VERIFY_NO_ERROR
|
|
glMatrixMode(GL_PROJECTION);
|
|
VERIFY_NO_ERROR;
|
|
glPushMatrix();
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
glOrtho(0, view_width_, view_height_, 0, 0, 1);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glLineWidth(1);
|
|
VERIFY_NO_ERROR;
|
|
glColor3f(1.0f, 0.0f, 0.0f);
|
|
VERIFY_NO_ERROR;
|
|
// Don't check for errors until glEnd().
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2i(left, top);
|
|
glVertex2i(right, top);
|
|
glVertex2i(right, bottom);
|
|
glVertex2i(left, bottom);
|
|
glVertex2i(left, top);
|
|
glEnd();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glPopMatrix();
|
|
VERIFY_NO_ERROR;
|
|
glPopAttrib();
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
#endif // !USE_SHADERS
|
|
}
|
|
|
|
void OsrRenderer::OnPopupShow(CefRefPtr<CefBrowser> browser, bool show) {
|
|
if (!show) {
|
|
// Clear the popup rectangle.
|
|
ClearPopupRects();
|
|
}
|
|
}
|
|
|
|
void OsrRenderer::OnPopupSize(CefRefPtr<CefBrowser> browser,
|
|
const CefRect& rect) {
|
|
if (rect.width <= 0 || rect.height <= 0) {
|
|
return;
|
|
}
|
|
original_popup_rect_ = rect;
|
|
popup_rect_ = GetPopupRectInWebView(original_popup_rect_);
|
|
}
|
|
|
|
CefRect OsrRenderer::GetPopupRectInWebView(const CefRect& original_rect) {
|
|
CefRect rc(original_rect);
|
|
// if x or y are negative, move them to 0.
|
|
if (rc.x < 0) {
|
|
rc.x = 0;
|
|
}
|
|
if (rc.y < 0) {
|
|
rc.y = 0;
|
|
}
|
|
// if popup goes outside the view, try to reposition origin
|
|
if (rc.x + rc.width > view_width_) {
|
|
rc.x = view_width_ - rc.width;
|
|
}
|
|
if (rc.y + rc.height > view_height_) {
|
|
rc.y = view_height_ - rc.height;
|
|
}
|
|
// if x or y became negative, move them to 0 again.
|
|
if (rc.x < 0) {
|
|
rc.x = 0;
|
|
}
|
|
if (rc.y < 0) {
|
|
rc.y = 0;
|
|
}
|
|
return rc;
|
|
}
|
|
|
|
void OsrRenderer::ClearPopupRects() {
|
|
popup_rect_.Set(0, 0, 0, 0);
|
|
original_popup_rect_.Set(0, 0, 0, 0);
|
|
}
|
|
|
|
void OsrRenderer::OnAcceleratedPaint(
|
|
CefRefPtr<CefBrowser> browser,
|
|
CefRenderHandler::PaintElementType type,
|
|
const CefRenderHandler::RectList& dirtyRects,
|
|
unsigned int io_surface_tex,
|
|
int width,
|
|
int height) {
|
|
if (!initialized_) {
|
|
Initialize();
|
|
}
|
|
|
|
#if !defined(OS_WIN)
|
|
if (width != view_width_ || height != view_height_) {
|
|
// Width or height has changed, so proceed to update the texture
|
|
view_width_ = width;
|
|
view_height_ = height;
|
|
|
|
// Rebind texture_id as the active texture
|
|
glBindTexture(GL_TEXTURE_2D, texture_id_);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Allocate a new storage for texture_id with the new dimensions
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
if (IsTransparent()) {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Enable alpha blending.
|
|
glEnable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
GLuint framebuffer;
|
|
glGenFramebuffers(1, &framebuffer);
|
|
VERIFY_NO_ERROR;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
VERIFY_NO_ERROR;
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
|
texture_id_, 0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Check framebuffer status
|
|
DCHECK(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
|
|
|
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
|
VERIFY_NO_ERROR;
|
|
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Setup OpenGL states
|
|
glViewport(0, 0, width, height);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Bind the GL_TEXTURE_RECTANGLE_ARB texture
|
|
glActiveTexture(GL_TEXTURE0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
VERIFY_NO_ERROR;
|
|
glPushMatrix();
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
VERIFY_NO_ERROR;
|
|
glPushMatrix();
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
glOrtho(0, width, 0, height, -1, 1);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
VERIFY_NO_ERROR;
|
|
glPushMatrix();
|
|
VERIFY_NO_ERROR;
|
|
glLoadIdentity();
|
|
VERIFY_NO_ERROR;
|
|
|
|
// rectangleTexture is the GL_TEXTURE_RECTANGLE_ARB
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, io_surface_tex);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
VERIFY_NO_ERROR;
|
|
glColor4f(1.0, 1.0, 1.0, 1.0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
bool isFlipped = false;
|
|
|
|
GLfloat tex_coords[8];
|
|
|
|
GLfloat texOriginX = 0;
|
|
GLfloat texOriginY = 0;
|
|
GLfloat texExtentX = width;
|
|
GLfloat texExtentY = height;
|
|
|
|
// X
|
|
tex_coords[0] = texOriginX;
|
|
tex_coords[2] = texOriginX;
|
|
tex_coords[4] = texExtentX;
|
|
tex_coords[6] = texExtentX;
|
|
|
|
// Y
|
|
if (!isFlipped) {
|
|
tex_coords[1] = texOriginY;
|
|
tex_coords[3] = texExtentY;
|
|
tex_coords[5] = texExtentY;
|
|
tex_coords[7] = texOriginY;
|
|
} else {
|
|
tex_coords[1] = texExtentY;
|
|
tex_coords[3] = texOriginY;
|
|
tex_coords[5] = texOriginY;
|
|
tex_coords[7] = texExtentY;
|
|
}
|
|
|
|
GLfloat verts[] = {
|
|
0.0f, 0.0f, 0.0f, (float)height,
|
|
(float)width, (float)height, (float)width, 0.0f,
|
|
};
|
|
|
|
// Ought to cache the GL_ARRAY_BUFFER_BINDING,
|
|
// GL_ELEMENT_ARRAY_BUFFER_BINDING, set buffer to 0, and reset
|
|
GLint arrayBuffer, elementArrayBuffer;
|
|
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &elementArrayBuffer);
|
|
VERIFY_NO_ERROR;
|
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &arrayBuffer);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
VERIFY_NO_ERROR;
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
VERIFY_NO_ERROR;
|
|
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords);
|
|
VERIFY_NO_ERROR;
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
VERIFY_NO_ERROR;
|
|
glVertexPointer(2, GL_FLOAT, 0, verts);
|
|
VERIFY_NO_ERROR;
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
|
|
VERIFY_NO_ERROR;
|
|
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Restore OpenGL states
|
|
glMatrixMode(GL_MODELVIEW);
|
|
VERIFY_NO_ERROR;
|
|
glPopMatrix();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
VERIFY_NO_ERROR;
|
|
glPopMatrix();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
VERIFY_NO_ERROR;
|
|
glPopMatrix();
|
|
VERIFY_NO_ERROR;
|
|
|
|
glPopClientAttrib();
|
|
VERIFY_NO_ERROR;
|
|
glPopAttrib();
|
|
VERIFY_NO_ERROR;
|
|
|
|
if (IsTransparent()) {
|
|
// Enable alpha blending.
|
|
glDisable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
// 0 unbinds the FBO, reverting to the default buffer
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glDeleteFramebuffers(1, &framebuffer);
|
|
VERIFY_NO_ERROR;
|
|
|
|
// Delete the rectangle texture
|
|
glDeleteTextures(1, &io_surface_tex);
|
|
VERIFY_NO_ERROR;
|
|
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
VERIFY_NO_ERROR;
|
|
#endif // !defined(OS_WIN)
|
|
}
|
|
|
|
void OsrRenderer::OnPaint(CefRefPtr<CefBrowser> browser,
|
|
CefRenderHandler::PaintElementType type,
|
|
const CefRenderHandler::RectList& dirtyRects,
|
|
const void* buffer,
|
|
int width,
|
|
int height) {
|
|
if (!initialized_) {
|
|
Initialize();
|
|
}
|
|
|
|
if (IsTransparent()) {
|
|
// Enable alpha blending.
|
|
glEnable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
#if !USE_SHADERS
|
|
// Enable 2D textures.
|
|
glEnable(GL_TEXTURE_2D);
|
|
VERIFY_NO_ERROR;
|
|
#endif
|
|
|
|
DCHECK_NE(texture_id_, 0U);
|
|
glBindTexture(GL_TEXTURE_2D, texture_id_);
|
|
VERIFY_NO_ERROR;
|
|
|
|
if (type == PET_VIEW) {
|
|
int old_width = view_width_;
|
|
int old_height = view_height_;
|
|
|
|
view_width_ = width;
|
|
view_height_ = height;
|
|
|
|
if (settings_.show_update_rect) {
|
|
update_rect_ = dirtyRects[0];
|
|
}
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, view_width_);
|
|
VERIFY_NO_ERROR;
|
|
|
|
if (old_width != view_width_ || old_height != view_height_ ||
|
|
(dirtyRects.size() == 1 &&
|
|
dirtyRects[0] == CefRect(0, 0, view_width_, view_height_))) {
|
|
// Update/resize the whole texture.
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
|
VERIFY_NO_ERROR;
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
|
|
VERIFY_NO_ERROR;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, view_width_, view_height_, 0,
|
|
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
|
|
VERIFY_NO_ERROR;
|
|
} else {
|
|
// Update just the dirty rectangles.
|
|
CefRenderHandler::RectList::const_iterator i = dirtyRects.begin();
|
|
for (; i != dirtyRects.end(); ++i) {
|
|
const CefRect& rect = *i;
|
|
DCHECK(rect.x + rect.width <= view_width_);
|
|
DCHECK(rect.y + rect.height <= view_height_);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, rect.x);
|
|
VERIFY_NO_ERROR;
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, rect.y);
|
|
VERIFY_NO_ERROR;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x, rect.y, rect.width,
|
|
rect.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
|
buffer);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
}
|
|
} else if (type == PET_POPUP && popup_rect_.width > 0 &&
|
|
popup_rect_.height > 0) {
|
|
int skip_pixels = 0, x = popup_rect_.x;
|
|
int skip_rows = 0, y = popup_rect_.y;
|
|
int w = width;
|
|
int h = height;
|
|
|
|
// Adjust the popup to fit inside the view.
|
|
if (x < 0) {
|
|
skip_pixels = -x;
|
|
x = 0;
|
|
}
|
|
if (y < 0) {
|
|
skip_rows = -y;
|
|
y = 0;
|
|
}
|
|
if (x + w > view_width_) {
|
|
w -= x + w - view_width_;
|
|
}
|
|
if (y + h > view_height_) {
|
|
h -= y + h - view_height_;
|
|
}
|
|
|
|
// Update the popup rectangle.
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
|
VERIFY_NO_ERROR;
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
|
|
VERIFY_NO_ERROR;
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
|
|
VERIFY_NO_ERROR;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_BGRA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
|
|
#if !USE_SHADERS
|
|
// Disable 2D textures.
|
|
glDisable(GL_TEXTURE_2D);
|
|
VERIFY_NO_ERROR;
|
|
#endif
|
|
|
|
if (IsTransparent()) {
|
|
// Disable alpha blending.
|
|
glDisable(GL_BLEND);
|
|
VERIFY_NO_ERROR;
|
|
}
|
|
}
|
|
|
|
void OsrRenderer::SetSpin(float spinX, float spinY) {
|
|
spin_x_ = spinX;
|
|
spin_y_ = spinY;
|
|
}
|
|
|
|
void OsrRenderer::IncrementSpin(float spinDX, float spinDY) {
|
|
spin_x_ -= spinDX;
|
|
spin_y_ -= spinDY;
|
|
}
|
|
|
|
} // namespace client
|
|
|
|
#if defined(__clang__)
|
|
// End disable NSOpenGL deprecation warnings.
|
|
#pragma clang diagnostic pop
|
|
#endif
|