1 /* 2 * Copyright (C) 2009 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 #include "rsContext.h" 18 #include "rsProgramVertex.h" 19 20 #include <GLES/gl.h> 21 #include <GLES/glext.h> 22 #include <GLES2/gl2.h> 23 #include <GLES2/gl2ext.h> 24 25 using namespace android; 26 using namespace android::renderscript; 27 28 29 ProgramVertex::ProgramVertex(Context *rsc, bool texMat) : 30 Program(rsc) 31 { 32 mAllocFile = __FILE__; 33 mAllocLine = __LINE__; 34 mTextureMatrixEnable = texMat; 35 mLightCount = 0; 36 init(rsc); 37 } 38 39 ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText, 40 uint32_t shaderLength, const uint32_t * params, 41 uint32_t paramLength) : 42 Program(rsc, shaderText, shaderLength, params, paramLength) 43 { 44 mAllocFile = __FILE__; 45 mAllocLine = __LINE__; 46 mTextureMatrixEnable = false; 47 mLightCount = 0; 48 49 init(rsc); 50 } 51 52 ProgramVertex::~ProgramVertex() 53 { 54 } 55 56 static void logMatrix(const char *txt, const float *f) 57 { 58 LOGV("Matrix %s, %p", txt, f); 59 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[0], f[4], f[8], f[12]); 60 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[1], f[5], f[9], f[13]); 61 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[2], f[6], f[10], f[14]); 62 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[3], f[7], f[11], f[15]); 63 } 64 65 void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state) 66 { 67 if ((state->mLast.get() == this) && !mDirty) { 68 return; 69 } 70 state->mLast.set(this); 71 72 const float *f = static_cast<const float *>(mConstants[0]->getPtr()); 73 74 glMatrixMode(GL_TEXTURE); 75 if (mTextureMatrixEnable) { 76 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]); 77 } else { 78 glLoadIdentity(); 79 } 80 81 glMatrixMode(GL_MODELVIEW); 82 glLoadIdentity(); 83 if (mLightCount) { 84 int v = 0; 85 glEnable(GL_LIGHTING); 86 glLightModelxv(GL_LIGHT_MODEL_TWO_SIDE, &v); 87 for (uint32_t ct = 0; ct < mLightCount; ct++) { 88 const Light *l = mLights[ct].get(); 89 glEnable(GL_LIGHT0 + ct); 90 l->setupGL(ct); 91 } 92 for (uint32_t ct = mLightCount; ct < MAX_LIGHTS; ct++) { 93 glDisable(GL_LIGHT0 + ct); 94 } 95 } else { 96 glDisable(GL_LIGHTING); 97 } 98 99 if (!f) { 100 LOGE("Must bind constants to vertex program"); 101 } 102 103 glMatrixMode(GL_PROJECTION); 104 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 105 glMatrixMode(GL_MODELVIEW); 106 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); 107 108 mDirty = false; 109 } 110 111 void ProgramVertex::loadShader(Context *rsc) { 112 Program::loadShader(rsc, GL_VERTEX_SHADER); 113 } 114 115 void ProgramVertex::createShader() 116 { 117 mShader.setTo(""); 118 119 mShader.append("varying vec4 varColor;\n"); 120 mShader.append("varying vec4 varTex0;\n"); 121 122 if (mUserShader.length() > 1) { 123 mShader.append("uniform mat4 "); 124 mShader.append(mUniformNames[0]); 125 mShader.append(";\n"); 126 127 for (uint32_t ct=0; ct < mConstantCount; ct++) { 128 const Element *e = mConstantTypes[ct]->getElement(); 129 for (uint32_t field=0; field < e->getFieldCount(); field++) { 130 const Element *f = e->getField(field); 131 132 // Cannot be complex 133 rsAssert(!f->getFieldCount()); 134 switch(f->getComponent().getVectorSize()) { 135 case 1: mShader.append("uniform float UNI_"); break; 136 case 2: mShader.append("uniform vec2 UNI_"); break; 137 case 3: mShader.append("uniform vec3 UNI_"); break; 138 case 4: mShader.append("uniform vec4 UNI_"); break; 139 default: 140 rsAssert(0); 141 } 142 143 mShader.append(e->getFieldName(field)); 144 mShader.append(";\n"); 145 } 146 } 147 148 149 for (uint32_t ct=0; ct < mInputCount; ct++) { 150 const Element *e = mInputElements[ct].get(); 151 for (uint32_t field=0; field < e->getFieldCount(); field++) { 152 const Element *f = e->getField(field); 153 154 // Cannot be complex 155 rsAssert(!f->getFieldCount()); 156 switch(f->getComponent().getVectorSize()) { 157 case 1: mShader.append("attribute float ATTRIB_"); break; 158 case 2: mShader.append("attribute vec2 ATTRIB_"); break; 159 case 3: mShader.append("attribute vec3 ATTRIB_"); break; 160 case 4: mShader.append("attribute vec4 ATTRIB_"); break; 161 default: 162 rsAssert(0); 163 } 164 165 mShader.append(e->getFieldName(field)); 166 mShader.append(";\n"); 167 } 168 } 169 mShader.append(mUserShader); 170 } else { 171 mShader.append("attribute vec4 ATTRIB_LegacyPosition;\n"); 172 mShader.append("attribute vec4 ATTRIB_LegacyColor;\n"); 173 mShader.append("attribute vec3 ATTRIB_LegacyNormal;\n"); 174 mShader.append("attribute float ATTRIB_LegacyPointSize;\n"); 175 mShader.append("attribute vec4 ATTRIB_LegacyTexture;\n"); 176 177 for (uint32_t ct=0; ct < mUniformCount; ct++) { 178 mShader.append("uniform mat4 "); 179 mShader.append(mUniformNames[ct]); 180 mShader.append(";\n"); 181 } 182 183 mShader.append("void main() {\n"); 184 mShader.append(" gl_Position = UNI_MVP * ATTRIB_LegacyPosition;\n"); 185 mShader.append(" gl_PointSize = ATTRIB_LegacyPointSize;\n"); 186 187 mShader.append(" varColor = ATTRIB_LegacyColor;\n"); 188 if (mTextureMatrixEnable) { 189 mShader.append(" varTex0 = UNI_TexMatrix * ATTRIB_LegacyTexture;\n"); 190 } else { 191 mShader.append(" varTex0 = ATTRIB_LegacyTexture;\n"); 192 } 193 //mShader.append(" pos.x = pos.x / 480.0;\n"); 194 //mShader.append(" pos.y = pos.y / 800.0;\n"); 195 //mShader.append(" gl_Position = pos;\n"); 196 mShader.append("}\n"); 197 } 198 } 199 200 void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc) 201 { 202 //LOGE("sgl2 vtx1 %x", glGetError()); 203 if ((state->mLast.get() == this) && !mDirty) { 204 //return; 205 } 206 207 rsc->checkError("ProgramVertex::setupGL2 start"); 208 glVertexAttrib4f(1, state->color[0], state->color[1], state->color[2], state->color[3]); 209 210 const float *f = static_cast<const float *>(mConstants[0]->getPtr()); 211 212 Matrix mvp; 213 mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 214 Matrix t; 215 t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); 216 mvp.multiply(&t); 217 218 glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m); 219 if (mTextureMatrixEnable) { 220 glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE, 221 &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]); 222 } 223 224 rsc->checkError("ProgramVertex::setupGL2 begin uniforms"); 225 uint32_t uidx = 1; 226 for (uint32_t ct=0; ct < mConstantCount; ct++) { 227 Allocation *alloc = mConstants[ct+1].get(); 228 if (!alloc) { 229 continue; 230 } 231 232 const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr()); 233 const Element *e = mConstantTypes[ct]->getElement(); 234 for (uint32_t field=0; field < e->getFieldCount(); field++) { 235 const Element *f = e->getField(field); 236 uint32_t offset = e->getFieldOffsetBytes(field); 237 int32_t slot = sc->vtxUniformSlot(uidx); 238 239 const float *fd = reinterpret_cast<const float *>(&data[offset]); 240 241 //LOGE("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i", slot, offset, ct, field, uidx); 242 if (slot >= 0) { 243 switch(f->getComponent().getVectorSize()) { 244 case 1: 245 //LOGE("Uniform 1 = %f", fd[0]); 246 glUniform1fv(slot, 1, fd); 247 break; 248 case 2: 249 //LOGE("Uniform 2 = %f %f", fd[0], fd[1]); 250 glUniform2fv(slot, 1, fd); 251 break; 252 case 3: 253 //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]); 254 glUniform3fv(slot, 1, fd); 255 break; 256 case 4: 257 //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]); 258 glUniform4fv(slot, 1, fd); 259 break; 260 default: 261 rsAssert(0); 262 } 263 } 264 uidx ++; 265 } 266 } 267 268 for (uint32_t ct=0; ct < mConstantCount; ct++) { 269 uint32_t glSlot = sc->vtxUniformSlot(ct + 1); 270 271 } 272 273 state->mLast.set(this); 274 rsc->checkError("ProgramVertex::setupGL2"); 275 } 276 277 void ProgramVertex::addLight(const Light *l) 278 { 279 if (mLightCount < MAX_LIGHTS) { 280 mLights[mLightCount].set(l); 281 mLightCount++; 282 } 283 } 284 285 void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const 286 { 287 float *f = static_cast<float *>(mConstants[0]->getPtr()); 288 memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix)); 289 mDirty = true; 290 } 291 292 void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const 293 { 294 float *f = static_cast<float *>(mConstants[0]->getPtr()); 295 memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix)); 296 mDirty = true; 297 } 298 299 void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const 300 { 301 float *f = static_cast<float *>(mConstants[0]->getPtr()); 302 memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix)); 303 mDirty = true; 304 } 305 306 void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const 307 { 308 float *f = static_cast<float *>(mConstants[0]->getPtr()); 309 Matrix mvp; 310 mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], 311 (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 312 mvp.vectorMultiply(v4out, v3in); 313 } 314 315 void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix) 316 { 317 rsAssert(e->getFieldCount()); 318 for (uint32_t ct=0; ct < e->getFieldCount(); ct++) { 319 const Element *ce = e->getField(ct); 320 if (ce->getFieldCount()) { 321 initAddUserElement(ce, names, count, prefix); 322 } else { 323 String8 tmp(prefix); 324 tmp.append(e->getFieldName(ct)); 325 names[*count].setTo(tmp.string()); 326 (*count)++; 327 } 328 } 329 } 330 331 332 void ProgramVertex::init(Context *rsc) 333 { 334 mAttribCount = 0; 335 if (mUserShader.size() > 0) { 336 for (uint32_t ct=0; ct < mInputCount; ct++) { 337 initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_"); 338 } 339 340 mUniformCount = 1; 341 mUniformNames[0].setTo("UNI_MVP"); 342 for (uint32_t ct=0; ct < mConstantCount; ct++) { 343 initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_"); 344 } 345 } else { 346 mUniformCount = 2; 347 mUniformNames[0].setTo("UNI_MVP"); 348 mUniformNames[1].setTo("UNI_TexMatrix"); 349 } 350 351 createShader(); 352 } 353 354 355 /////////////////////////////////////////////////////////////////////// 356 357 ProgramVertexState::ProgramVertexState() 358 { 359 } 360 361 ProgramVertexState::~ProgramVertexState() 362 { 363 } 364 365 void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h) 366 { 367 RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1); 368 369 rsi_TypeBegin(rsc, e); 370 rsi_TypeAdd(rsc, RS_DIMENSION_X, 48); 371 mAllocType.set((Type *)rsi_TypeCreate(rsc)); 372 373 ProgramVertex *pv = new ProgramVertex(rsc, false); 374 Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get()); 375 mDefaultAlloc.set(alloc); 376 mDefault.set(pv); 377 pv->init(rsc); 378 pv->bindAllocation(alloc, 0); 379 380 color[0] = 1.f; 381 color[1] = 1.f; 382 color[2] = 1.f; 383 color[3] = 1.f; 384 385 updateSize(rsc, w, h); 386 } 387 388 void ProgramVertexState::updateSize(Context *rsc, int32_t w, int32_t h) 389 { 390 Matrix m; 391 m.loadOrtho(0,w, h,0, -1,1); 392 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4); 393 394 m.loadIdentity(); 395 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4); 396 } 397 398 void ProgramVertexState::deinit(Context *rsc) 399 { 400 mDefaultAlloc.clear(); 401 mDefault.clear(); 402 mAllocType.clear(); 403 mLast.clear(); 404 } 405 406 407 namespace android { 408 namespace renderscript { 409 410 411 RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat) 412 { 413 ProgramVertex *pv = new ProgramVertex(rsc, texMat); 414 pv->incUserRef(); 415 return pv; 416 } 417 418 RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText, 419 uint32_t shaderLength, const uint32_t * params, 420 uint32_t paramLength) 421 { 422 ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength); 423 pv->incUserRef(); 424 return pv; 425 } 426 427 428 } 429 } 430