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      1 /*
      2  * Copyright (C) 2019 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.android.systemui.glwallpaper;
     18 
     19 import static android.opengl.GLES20.GL_FLOAT;
     20 import static android.opengl.GLES20.GL_LINEAR;
     21 import static android.opengl.GLES20.GL_TEXTURE0;
     22 import static android.opengl.GLES20.GL_TEXTURE_2D;
     23 import static android.opengl.GLES20.GL_TEXTURE_MAG_FILTER;
     24 import static android.opengl.GLES20.GL_TEXTURE_MIN_FILTER;
     25 import static android.opengl.GLES20.GL_TRIANGLES;
     26 import static android.opengl.GLES20.glActiveTexture;
     27 import static android.opengl.GLES20.glBindTexture;
     28 import static android.opengl.GLES20.glDrawArrays;
     29 import static android.opengl.GLES20.glEnableVertexAttribArray;
     30 import static android.opengl.GLES20.glGenTextures;
     31 import static android.opengl.GLES20.glTexParameteri;
     32 import static android.opengl.GLES20.glUniform1i;
     33 import static android.opengl.GLES20.glVertexAttribPointer;
     34 
     35 import android.graphics.Bitmap;
     36 import android.graphics.Rect;
     37 import android.opengl.GLUtils;
     38 import android.util.Log;
     39 
     40 import java.io.FileDescriptor;
     41 import java.io.PrintWriter;
     42 import java.nio.ByteBuffer;
     43 import java.nio.ByteOrder;
     44 import java.nio.FloatBuffer;
     45 
     46 /**
     47  * This class takes charge of the geometry data like vertices and texture coordinates.
     48  * It delivers these data to opengl runtime and triggers draw calls if necessary.
     49  */
     50 class ImageGLWallpaper {
     51     private static final String TAG = ImageGLWallpaper.class.getSimpleName();
     52 
     53     static final String A_POSITION = "aPosition";
     54     static final String A_TEXTURE_COORDINATES = "aTextureCoordinates";
     55     static final String U_PER85 = "uPer85";
     56     static final String U_REVEAL = "uReveal";
     57     static final String U_AOD2OPACITY = "uAod2Opacity";
     58     static final String U_TEXTURE = "uTexture";
     59 
     60     private static final int HANDLE_UNDEFINED = -1;
     61     private static final int POSITION_COMPONENT_COUNT = 2;
     62     private static final int TEXTURE_COMPONENT_COUNT = 2;
     63     private static final int BYTES_PER_FLOAT = 4;
     64 
     65     // Vertices to define the square with 2 triangles.
     66     private static final float[] VERTICES = {
     67             -1.0f,  -1.0f,
     68             +1.0f,  -1.0f,
     69             +1.0f,  +1.0f,
     70             +1.0f,  +1.0f,
     71             -1.0f,  +1.0f,
     72             -1.0f,  -1.0f
     73     };
     74 
     75     // Texture coordinates that maps to vertices.
     76     private static final float[] TEXTURES = {
     77             0f, 1f,
     78             1f, 1f,
     79             1f, 0f,
     80             1f, 0f,
     81             0f, 0f,
     82             0f, 1f
     83     };
     84 
     85     private final FloatBuffer mVertexBuffer;
     86     private final FloatBuffer mTextureBuffer;
     87     private final ImageGLProgram mProgram;
     88 
     89     private int mAttrPosition;
     90     private int mAttrTextureCoordinates;
     91     private int mUniAod2Opacity;
     92     private int mUniPer85;
     93     private int mUniReveal;
     94     private int mUniTexture;
     95     private int mTextureId;
     96 
     97     private float[] mCurrentTexCoordinate;
     98 
     99     ImageGLWallpaper(ImageGLProgram program) {
    100         mProgram = program;
    101 
    102         // Create an float array in opengles runtime (native) and put vertex data.
    103         mVertexBuffer = ByteBuffer.allocateDirect(VERTICES.length * BYTES_PER_FLOAT)
    104             .order(ByteOrder.nativeOrder())
    105             .asFloatBuffer();
    106         mVertexBuffer.put(VERTICES);
    107         mVertexBuffer.position(0);
    108 
    109         // Create an float array in opengles runtime (native) and put texture data.
    110         mTextureBuffer = ByteBuffer.allocateDirect(TEXTURES.length * BYTES_PER_FLOAT)
    111             .order(ByteOrder.nativeOrder())
    112             .asFloatBuffer();
    113         mTextureBuffer.put(TEXTURES);
    114         mTextureBuffer.position(0);
    115     }
    116 
    117     void setup(Bitmap bitmap) {
    118         setupAttributes();
    119         setupUniforms();
    120         setupTexture(bitmap);
    121     }
    122 
    123     private void setupAttributes() {
    124         mAttrPosition = mProgram.getAttributeHandle(A_POSITION);
    125         mVertexBuffer.position(0);
    126         glVertexAttribPointer(mAttrPosition, POSITION_COMPONENT_COUNT, GL_FLOAT,
    127                 false, 0, mVertexBuffer);
    128         glEnableVertexAttribArray(mAttrPosition);
    129 
    130         mAttrTextureCoordinates = mProgram.getAttributeHandle(A_TEXTURE_COORDINATES);
    131         mTextureBuffer.position(0);
    132         glVertexAttribPointer(mAttrTextureCoordinates, TEXTURE_COMPONENT_COUNT, GL_FLOAT,
    133                 false, 0, mTextureBuffer);
    134         glEnableVertexAttribArray(mAttrTextureCoordinates);
    135     }
    136 
    137     private void setupUniforms() {
    138         mUniAod2Opacity = mProgram.getUniformHandle(U_AOD2OPACITY);
    139         mUniPer85 = mProgram.getUniformHandle(U_PER85);
    140         mUniReveal = mProgram.getUniformHandle(U_REVEAL);
    141         mUniTexture = mProgram.getUniformHandle(U_TEXTURE);
    142     }
    143 
    144     int getHandle(String name) {
    145         switch (name) {
    146             case A_POSITION:
    147                 return mAttrPosition;
    148             case A_TEXTURE_COORDINATES:
    149                 return mAttrTextureCoordinates;
    150             case U_AOD2OPACITY:
    151                 return mUniAod2Opacity;
    152             case U_PER85:
    153                 return mUniPer85;
    154             case U_REVEAL:
    155                 return mUniReveal;
    156             case U_TEXTURE:
    157                 return mUniTexture;
    158             default:
    159                 return HANDLE_UNDEFINED;
    160         }
    161     }
    162 
    163     void draw() {
    164         glDrawArrays(GL_TRIANGLES, 0, VERTICES.length / 2);
    165     }
    166 
    167     private void setupTexture(Bitmap bitmap) {
    168         final int[] tids = new int[1];
    169 
    170         if (bitmap == null) {
    171             Log.w(TAG, "setupTexture: invalid bitmap");
    172             return;
    173         }
    174 
    175         // Generate one texture object and store the id in tids[0].
    176         glGenTextures(1, tids, 0);
    177         if (tids[0] == 0) {
    178             Log.w(TAG, "setupTexture: glGenTextures() failed");
    179             return;
    180         }
    181 
    182         // Bind a named texture to a target.
    183         glBindTexture(GL_TEXTURE_2D, tids[0]);
    184         // Load the bitmap data and copy it over into the texture object that is currently bound.
    185         GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0);
    186         // Use bilinear texture filtering when minification.
    187         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    188         // Use bilinear texture filtering when magnification.
    189         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    190 
    191         mTextureId = tids[0];
    192     }
    193 
    194     void useTexture() {
    195         // Set the active texture unit to texture unit 0.
    196         glActiveTexture(GL_TEXTURE0);
    197         // Bind the texture to this unit.
    198         glBindTexture(GL_TEXTURE_2D, mTextureId);
    199         // Let the texture sampler in fragment shader to read form this texture unit.
    200         glUniform1i(mUniTexture, 0);
    201     }
    202 
    203     /**
    204      * This method adjust s(x-axis), t(y-axis) texture coordinates to get current display area
    205      * of texture and will be used during transition.
    206      * The adjustment happens if either the width or height of the surface is larger than
    207      * corresponding size of the display area.
    208      * If both width and height are larger than corresponding size of the display area,
    209      * the adjustment will happen at both s, t side.
    210      *
    211      * @param surface The size of the surface.
    212      * @param scissor The display area.
    213      * @param xOffset The offset amount along s axis.
    214      * @param yOffset The offset amount along t axis.
    215      */
    216     void adjustTextureCoordinates(Rect surface, Rect scissor, float xOffset, float yOffset) {
    217         mCurrentTexCoordinate = TEXTURES.clone();
    218 
    219         if (surface == null || scissor == null) {
    220             mTextureBuffer.put(mCurrentTexCoordinate);
    221             mTextureBuffer.position(0);
    222             return;
    223         }
    224 
    225         int surfaceWidth = surface.width();
    226         int surfaceHeight = surface.height();
    227         int scissorWidth = scissor.width();
    228         int scissorHeight = scissor.height();
    229 
    230         if (surfaceWidth > scissorWidth) {
    231             // Calculate the new s pos in pixels.
    232             float pixelS = (float) Math.round((surfaceWidth - scissorWidth) * xOffset);
    233             // Calculate the s pos in texture coordinate.
    234             float coordinateS = pixelS / surfaceWidth;
    235             // Calculate the percentage occupied by the scissor width in surface width.
    236             float surfacePercentageW = (float) scissorWidth / surfaceWidth;
    237             // Need also consider the case if surface height is smaller than scissor height.
    238             if (surfaceHeight < scissorHeight) {
    239                 // We will narrow the surface percentage to keep aspect ratio.
    240                 surfacePercentageW *= (float) surfaceHeight / scissorHeight;
    241             }
    242             // Determine the final s pos, also limit the legal s pos to prevent from out of range.
    243             float s = coordinateS + surfacePercentageW > 1f ? 1f - surfacePercentageW : coordinateS;
    244             // Traverse the s pos in texture coordinates array and adjust the s pos accordingly.
    245             for (int i = 0; i < mCurrentTexCoordinate.length; i += 2) {
    246                 // indices 2, 4 and 6 are the end of s coordinates.
    247                 if (i == 2 || i == 4 || i == 6) {
    248                     mCurrentTexCoordinate[i] = Math.min(1f, s + surfacePercentageW);
    249                 } else {
    250                     mCurrentTexCoordinate[i] = s;
    251                 }
    252             }
    253         }
    254 
    255         if (surfaceHeight > scissorHeight) {
    256             // Calculate the new t pos in pixels.
    257             float pixelT = (float) Math.round((surfaceHeight - scissorHeight) * yOffset);
    258             // Calculate the t pos in texture coordinate.
    259             float coordinateT = pixelT / surfaceHeight;
    260             // Calculate the percentage occupied by the scissor height in surface height.
    261             float surfacePercentageH = (float) scissorHeight / surfaceHeight;
    262             // Need also consider the case if surface width is smaller than scissor width.
    263             if (surfaceWidth < scissorWidth) {
    264                 // We will narrow the surface percentage to keep aspect ratio.
    265                 surfacePercentageH *= (float) surfaceWidth / scissorWidth;
    266             }
    267             // Determine the final t pos, also limit the legal t pos to prevent from out of range.
    268             float t = coordinateT + surfacePercentageH > 1f ? 1f - surfacePercentageH : coordinateT;
    269             // Traverse the t pos in texture coordinates array and adjust the t pos accordingly.
    270             for (int i = 1; i < mCurrentTexCoordinate.length; i += 2) {
    271                 // indices 1, 3 and 11 are the end of t coordinates.
    272                 if (i == 1 || i == 3 || i == 11) {
    273                     mCurrentTexCoordinate[i] = Math.min(1f, t + surfacePercentageH);
    274                 } else {
    275                     mCurrentTexCoordinate[i] = t;
    276                 }
    277             }
    278         }
    279 
    280         mTextureBuffer.put(mCurrentTexCoordinate);
    281         mTextureBuffer.position(0);
    282     }
    283 
    284     /**
    285      * Called to dump current state.
    286      * @param prefix prefix.
    287      * @param fd fd.
    288      * @param out out.
    289      * @param args args.
    290      */
    291     public void dump(String prefix, FileDescriptor fd, PrintWriter out, String[] args) {
    292         StringBuilder sb = new StringBuilder();
    293         sb.append('{');
    294         if (mCurrentTexCoordinate != null) {
    295             for (int i = 0; i < mCurrentTexCoordinate.length; i++) {
    296                 sb.append(mCurrentTexCoordinate[i]).append(',');
    297                 if (i == mCurrentTexCoordinate.length - 1) {
    298                     sb.deleteCharAt(sb.length() - 1);
    299                 }
    300             }
    301         }
    302         sb.append('}');
    303         out.print(prefix); out.print("mTexCoordinates="); out.println(sb.toString());
    304     }
    305 }
    306