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      1 /*
      2  * Copyright (C) 2011 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 "SurfaceTextureRenderer.h"
     18 
     19 #include <GLES2/gl2ext.h>
     20 const GLfloat g_vVertices[] = {
     21     -1.f, -1.f, 0.0f, 1.0f,  // Position 0
     22     0.0f,  0.0f,         // TexCoord 0
     23      1.f, -1.f, 0.0f, 1.0f, // Position 1
     24     1.0f,  0.0f,         // TexCoord 1
     25     -1.f,  1.f, 0.0f, 1.0f, // Position 2
     26     0.0f,  1.0f,         // TexCoord 2
     27     1.f,   1.f, 0.0f, 1.0f, // Position 3
     28     1.0f,  1.0f          // TexCoord 3
     29 };
     30 GLushort g_iIndices2[] = { 0, 1, 2, 3 };
     31 
     32 const int GL_TEXTURE_EXTERNAL_OES_ENUM = 0x8D65;
     33 
     34 const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
     35 
     36 SurfaceTextureRenderer::SurfaceTextureRenderer() : Renderer() {
     37     memset(mSTMatrix, 0.0, 16*sizeof(float));
     38     mSTMatrix[0] = 1.0f;
     39     mSTMatrix[5] = 1.0f;
     40     mSTMatrix[10] = 1.0f;
     41     mSTMatrix[15] = 1.0f;
     42 }
     43 
     44 SurfaceTextureRenderer::~SurfaceTextureRenderer() {
     45 }
     46 
     47 void SurfaceTextureRenderer::SetViewportMatrix(int w, int h, int W, int H)
     48 {
     49     for(int i=0; i<16; i++)
     50     {
     51         mViewportMatrix[i] = 0.0f;
     52     }
     53 
     54     mViewportMatrix[0] = float(w)/float(W);
     55     mViewportMatrix[5] = float(h)/float(H);
     56     mViewportMatrix[10] = 1.0f;
     57     mViewportMatrix[12] = -1.0f + float(w)/float(W);
     58     mViewportMatrix[13] = -1.0f + float(h)/float(H);
     59     mViewportMatrix[15] = 1.0f;
     60 }
     61 
     62 void SurfaceTextureRenderer::SetScalingMatrix(float xscale, float yscale)
     63 {
     64     for(int i=0; i<16; i++)
     65     {
     66         mScalingMatrix[i] = 0.0f;
     67     }
     68 
     69     mScalingMatrix[0] = xscale;
     70     mScalingMatrix[5] = yscale;
     71     mScalingMatrix[10] = 1.0f;
     72     mScalingMatrix[15] = 1.0f;
     73 }
     74 
     75 void SurfaceTextureRenderer::SetSTMatrix(float *stmat)
     76 {
     77     memcpy(mSTMatrix, stmat, 16*sizeof(float));
     78 }
     79 
     80 
     81 bool SurfaceTextureRenderer::InitializeGLProgram()
     82 {
     83     bool succeeded = false;
     84     do {
     85         GLuint glProgram;
     86         glProgram = createProgram(VertexShaderSource(),
     87                 FragmentShaderSource());
     88         if (!glProgram) {
     89             break;
     90         }
     91 
     92         glUseProgram(glProgram);
     93         if (!checkGlError("glUseProgram")) break;
     94 
     95         maPositionHandle = glGetAttribLocation(glProgram, "aPosition");
     96         checkGlError("glGetAttribLocation aPosition");
     97         maTextureHandle = glGetAttribLocation(glProgram, "aTextureCoord");
     98         checkGlError("glGetAttribLocation aTextureCoord");
     99         muSTMatrixHandle = glGetUniformLocation(glProgram, "uSTMatrix");
    100         checkGlError("glGetUniformLocation uSTMatrix");
    101         mScalingtransLoc = glGetUniformLocation(glProgram, "u_scalingtrans");
    102 
    103         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    104         mGlProgram = glProgram;
    105         succeeded = true;
    106     } while (false);
    107 
    108     if (!succeeded && (mGlProgram != 0))
    109     {
    110         glDeleteProgram(mGlProgram);
    111         checkGlError("glDeleteProgram");
    112         mGlProgram = 0;
    113     }
    114     return succeeded;
    115 }
    116 
    117 bool SurfaceTextureRenderer::DrawTexture(GLfloat *affine)
    118 {
    119     bool succeeded = false;
    120     do {
    121         bool rt = (mFrameBuffer == NULL)?
    122             SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
    123             SetupGraphics(mFrameBuffer);
    124 
    125         if(!rt)
    126             break;
    127 
    128         glDisable(GL_BLEND);
    129 
    130         glActiveTexture(GL_TEXTURE0);
    131         if (!checkGlError("glActiveTexture")) break;
    132 
    133         const GLenum texture_type = InputTextureType();
    134         glBindTexture(texture_type, mInputTextureName);
    135         if (!checkGlError("glBindTexture")) break;
    136 
    137         glUniformMatrix4fv(mScalingtransLoc, 1, GL_FALSE, mScalingMatrix);
    138         glUniformMatrix4fv(muSTMatrixHandle, 1, GL_FALSE, mSTMatrix);
    139 
    140         // Load the vertex position
    141         glVertexAttribPointer(maPositionHandle, 4, GL_FLOAT,
    142                 GL_FALSE, VERTEX_STRIDE, g_vVertices);
    143         glEnableVertexAttribArray(maPositionHandle);
    144         // Load the texture coordinate
    145         glVertexAttribPointer(maTextureHandle, 2, GL_FLOAT,
    146                 GL_FALSE, VERTEX_STRIDE, &g_vVertices[4]);
    147         glEnableVertexAttribArray(maTextureHandle);
    148 
    149         // And, finally, execute the GL draw command.
    150         glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices2);
    151 
    152         glBindFramebuffer(GL_FRAMEBUFFER, 0);
    153         succeeded = true;
    154     } while (false);
    155     return succeeded;
    156 }
    157 
    158 const char* SurfaceTextureRenderer::VertexShaderSource() const
    159 {
    160     static const char gVertexShader[] =
    161         "uniform mat4 uSTMatrix;\n"
    162         "uniform mat4 u_scalingtrans;  \n"
    163         "attribute vec4 aPosition;\n"
    164         "attribute vec4 aTextureCoord;\n"
    165         "varying vec2 vTextureNormCoord;\n"
    166         "void main() {\n"
    167         "  gl_Position = u_scalingtrans * aPosition;\n"
    168         "  vTextureNormCoord = (uSTMatrix * aTextureCoord).xy;\n"
    169         "}\n";
    170 
    171     return gVertexShader;
    172 }
    173 
    174 const char* SurfaceTextureRenderer::FragmentShaderSource() const
    175 {
    176     static const char gFragmentShader[] =
    177         "#extension GL_OES_EGL_image_external : require\n"
    178         "precision mediump float;\n"
    179         "varying vec2 vTextureNormCoord;\n"
    180         "uniform samplerExternalOES sTexture;\n"
    181         "void main() {\n"
    182         "  gl_FragColor = texture2D(sTexture, vTextureNormCoord);\n"
    183         "}\n";
    184 
    185     return gFragmentShader;
    186 }
    187