1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
7 #include "cc/geometry_binding.h"
9 #include "cc/gl_renderer.h" // For the GLC() macro.
10 #include "third_party/khronos/GLES2/gl2.h"
11 #include "ui/gfx/rect_f.h"
12 #include <public/WebGraphicsContext3D.h>
16 GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D
* context
, const gfx::RectF
& quadVertexRect
)
18 , m_quadVerticesVbo(0)
19 , m_quadElementsVbo(0)
20 , m_initialized(false)
22 // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad.
23 float vertices
[] = { quadVertexRect
.x(), quadVertexRect
.bottom(), 0.0f
, 0.0f
, 1.0f
,
24 quadVertexRect
.x(), quadVertexRect
.y(), 0.0f
, 0.0f
, 0.0f
,
25 quadVertexRect
.right(), quadVertexRect
.y(), 0.0f
, 1.0f
, 0.0f
,
26 quadVertexRect
.right(), quadVertexRect
.bottom(), 0.0f
, 1.0f
, 1.0f
};
27 uint16_t indices
[] = { 0, 1, 2, 0, 2, 3, // The two triangles that make up the layer quad.
28 0, 1, 2, 3}; // A line path for drawing the layer border.
30 GLC(m_context
, m_quadVerticesVbo
= m_context
->createBuffer());
31 GLC(m_context
, m_quadElementsVbo
= m_context
->createBuffer());
32 GLC(m_context
, m_context
->bindBuffer(GL_ARRAY_BUFFER
, m_quadVerticesVbo
));
33 GLC(m_context
, m_context
->bufferData(GL_ARRAY_BUFFER
, sizeof(vertices
), vertices
, GL_STATIC_DRAW
));
34 GLC(m_context
, m_context
->bindBuffer(GL_ELEMENT_ARRAY_BUFFER
, m_quadElementsVbo
));
35 GLC(m_context
, m_context
->bufferData(GL_ELEMENT_ARRAY_BUFFER
, sizeof(indices
), indices
, GL_STATIC_DRAW
));
40 GeometryBinding::~GeometryBinding()
42 GLC(m_context
, m_context
->deleteBuffer(m_quadVerticesVbo
));
43 GLC(m_context
, m_context
->deleteBuffer(m_quadElementsVbo
));
46 void GeometryBinding::prepareForDraw()
48 GLC(m_context
, m_context
->bindBuffer(GL_ARRAY_BUFFER
, quadVerticesVbo()));
49 GLC(m_context
, m_context
->bindBuffer(GL_ELEMENT_ARRAY_BUFFER
, quadElementsVbo()));
51 GLC(m_context
, m_context
->vertexAttribPointer(positionAttribLocation(), 3, GL_FLOAT
, false, 5 * sizeof(float), offset
));
52 offset
+= 3 * sizeof(float);
53 GLC(m_context
, m_context
->vertexAttribPointer(texCoordAttribLocation(), 2, GL_FLOAT
, false, 5 * sizeof(float), offset
));
54 GLC(m_context
, m_context
->enableVertexAttribArray(positionAttribLocation()));
55 GLC(m_context
, m_context
->enableVertexAttribArray(texCoordAttribLocation()));