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      1 /*
      2  * Copyright (C) 2013 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.rs.genimage;
     18 
     19 import android.content.Context;
     20 
     21 import java.io.FileOutputStream;
     22 import java.nio.ByteBuffer;
     23 import java.nio.IntBuffer;
     24 import java.nio.ByteOrder;
     25 import java.nio.FloatBuffer;
     26 
     27 import android.graphics.Bitmap;
     28 import android.graphics.BitmapFactory;
     29 
     30 import javax.microedition.khronos.egl.EGLConfig;
     31 import javax.microedition.khronos.opengles.GL10;
     32 import android.opengl.GLUtils;
     33 
     34 import android.opengl.GLES20;
     35 import android.opengl.GLSurfaceView;
     36 
     37 public class GenImage implements GLSurfaceView.Renderer {
     38     private Bitmap mTestImage;
     39 
     40     private Triangle mTriangle;
     41 
     42 
     43     private Bitmap loadBitmap(Context context, int resource) {
     44         final BitmapFactory.Options options = new BitmapFactory.Options();
     45         options.inPreferredConfig = Bitmap.Config.ARGB_8888;
     46         return BitmapFactory.decodeResource(context.getResources(), resource, options);
     47     }
     48 
     49     GenImage(Context context) {
     50 
     51         mTestImage = loadBitmap(context, R.drawable.test_pattern);
     52 
     53     }
     54 
     55     @Override
     56     public void onSurfaceCreated(GL10 unused, EGLConfig config) {
     57 
     58         // Set the background frame color
     59         GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
     60 
     61         mTriangle = new Triangle(mTestImage);
     62     }
     63 
     64     @Override
     65     public void onDrawFrame(GL10 unused) {
     66 
     67         // Draw background color
     68         GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
     69 
     70         // Draw triangle
     71         mTriangle.draw();
     72     }
     73 
     74     @Override
     75     public void onSurfaceChanged(GL10 unused, int width, int height) {
     76         // Adjust the viewport based on geometry changes,
     77         // such as screen rotation
     78         GLES20.glViewport(0, 0, 512, 512);
     79     }
     80 
     81     public static int loadShader(int type, String shaderCode){
     82 
     83         // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
     84         // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
     85         int shader = GLES20.glCreateShader(type);
     86 
     87         // add the source code to the shader and compile it
     88         GLES20.glShaderSource(shader, shaderCode);
     89         GLES20.glCompileShader(shader);
     90 
     91         return shader;
     92     }
     93 
     94 }
     95 
     96 
     97 
     98 class Triangle {
     99     int mTextureIDs[] = new int[1];
    100 
    101     private final String vertexShaderCode =
    102         "varying vec2 vTex0;" +
    103         "varying vec2 vPos0;" +
    104         "attribute vec4 aPosition;" +
    105         "void main() {" +
    106         "  gl_Position = aPosition;" +
    107         "  vPos0 = aPosition.xy;" +
    108         "  vTex0 = ((aPosition.xy + 1.0) * 0.6);" +
    109         //"  vTex0 = (aPosition.xy * 1.7) + 0.5;" +
    110         "}";
    111 
    112     private final String fragmentShaderCode =
    113         "precision mediump float;" +
    114         "varying vec2 vTex0;" +
    115         "varying vec2 vPos0;" +
    116         "uniform sampler2D uSamp;" +
    117         "void main() {" +
    118         "  vec2 tc = vTex0;" +
    119         //"  tc.x *= pow(vPos0.y + 1.0, 2.0);" +
    120         //"  tc.y *= pow(vPos0.x + 1.0, 2.0);" +
    121         "  vec4 c = texture2D(uSamp, tc);" +
    122         "  c.a = 1.0;" +
    123         "  gl_FragColor = c;" +
    124         "}";
    125 
    126     private final FloatBuffer vertexBuffer;
    127     private final int mProgram;
    128 
    129     // number of coordinates per vertex in this array
    130     static float triangleCoords[] = { // in counterclockwise order:
    131        -1.0f,  1.0f, 0.0f,   // top left
    132        -1.0f, -1.0f, 0.0f,   // bottom left
    133         1.0f, -1.0f, 0.0f,   // bottom right
    134 
    135        -1.0f,  1.0f, 0.0f,   // top left
    136         1.0f, -1.0f, 0.0f,   // bottom right
    137         1.0f,  1.0f, 0.0f    // top right
    138     };
    139 
    140     FloatBuffer createFloatBuffer(float buf[]) {
    141         ByteBuffer bb = ByteBuffer.allocateDirect(buf.length * 4);
    142         bb.order(ByteOrder.nativeOrder());
    143         FloatBuffer fb = bb.asFloatBuffer();
    144         fb.put(buf);
    145         fb.position(0);
    146         return fb;
    147     }
    148 
    149     public String setup(int key) {
    150         String s = new String();
    151         int tmp;
    152 
    153         tmp = key % 2;
    154         key /= 2;
    155         if (tmp != 0) {
    156             s += "N";
    157             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    158         } else {
    159             s += "L";
    160             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    161         }
    162 
    163         tmp = key % 2;
    164         key /= 2;
    165         if (tmp != 0) {
    166             s += "N";
    167             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
    168         } else {
    169             s += "L";
    170             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    171         }
    172 
    173         tmp = key % 3;
    174         key /= 3;
    175         switch(tmp) {
    176         case 0:
    177             s += "_CE";
    178             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    179             break;
    180         case 1:
    181             s += "_RE";
    182             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    183             break;
    184         case 2:
    185             s += "_MR";
    186             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_MIRRORED_REPEAT);
    187             break;
    188         }
    189 
    190         tmp = key % 3;
    191         key /= 3;
    192         switch(tmp) {
    193         case 0:
    194             s += "_CE";
    195             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    196             break;
    197         case 1:
    198             s += "_RE";
    199             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
    200             break;
    201         case 2:
    202             s += "_MR";
    203             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_MIRRORED_REPEAT);
    204             break;
    205         }
    206 
    207         if (key > 0) done = true;
    208         return s;
    209     }
    210 
    211     public Triangle(Bitmap testImage) {
    212         vertexBuffer = createFloatBuffer(triangleCoords);
    213 
    214         // prepare shaders and OpenGL program
    215         int vertexShader = GenImage.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    216         int fragmentShader = GenImage.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    217 
    218         mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
    219         GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    220         GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    221         GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables
    222 
    223         GLES20.glGenTextures(1, mTextureIDs, 0);
    224 
    225         // Bind to the texture in OpenGL
    226         GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIDs[0]);
    227         GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, testImage, 0);
    228     }
    229 
    230     boolean done = false;
    231     int key = 0;
    232 
    233     public void draw() {
    234         GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    235         String ext = setup(key++);
    236 
    237         // Add program to OpenGL environment
    238         GLES20.glUseProgram(mProgram);
    239 
    240         int posA = GLES20.glGetAttribLocation(mProgram, "aPosition");
    241         GLES20.glEnableVertexAttribArray(posA);
    242         GLES20.glVertexAttribPointer(posA, 3, GLES20.GL_FLOAT, false, 12, vertexBuffer);
    243 
    244         int sampUni = GLES20.glGetUniformLocation(mProgram, "uSamp");
    245         GLES20.glUniform1i(sampUni, 0);
    246 
    247         // Draw the triangle
    248         GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, triangleCoords.length / 3);
    249 
    250         if (!done) {
    251             IntBuffer ib = IntBuffer.allocate(512*512);
    252             ib.position(0);
    253             GLES20.glReadPixels(0,0, 512, 512, GLES20.GL_RGBA,
    254                                 GLES20.GL_UNSIGNED_BYTE, ib);
    255 
    256             Bitmap bmp = Bitmap.createBitmap(512, 512, Bitmap.Config.ARGB_8888);
    257             bmp.setPixels(ib.array(), 0, 512, 0, 0, 512, 512);
    258 
    259             try {
    260                 String s = new String("/sdcard/imgs/RsSampImg_");
    261                 s += ext + ".png";
    262                 FileOutputStream out = new FileOutputStream(s);
    263                 bmp.compress(Bitmap.CompressFormat.PNG, 95, out);
    264                 out.close();
    265             } catch (Exception e) {
    266                 e.printStackTrace();
    267             }
    268             bmp.recycle();
    269         }
    270     }
    271 }
    272