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 "WarpRenderer.h"
18
19 #include <GLES2/gl2ext.h>
20
21 const GLfloat g_vVertices[] = {
22 -1.f, 1.f, 0.0f, 1.0f, // Position 0
23 0.0f, 1.0f, // TexCoord 0
24 1.f, 1.f, 0.0f, 1.0f, // Position 1
25 1.0f, 1.0f, // TexCoord 1
26 -1.f, -1.f, 0.0f, 1.0f, // Position 2
27 0.0f, 0.0f, // TexCoord 2
28 1.f, -1.f, 0.0f, 1.0f, // Position 3
29 1.0f, 0.0f // TexCoord 3
30 };
31
32 const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
33
34 GLushort g_iIndices[] = { 0, 1, 2, 3 };
35
WarpRenderer()36 WarpRenderer::WarpRenderer() : Renderer()
37 {
38 }
39
~WarpRenderer()40 WarpRenderer::~WarpRenderer() {
41 }
42
SetViewportMatrix(int w,int h,int W,int H)43 void WarpRenderer::SetViewportMatrix(int w, int h, int W, int H)
44 {
45 for(int i=0; i<16; i++)
46 {
47 mViewportMatrix[i] = 0.0f;
48 }
49
50 mViewportMatrix[0] = float(w)/float(W);
51 mViewportMatrix[5] = float(h)/float(H);
52 mViewportMatrix[10] = 1.0f;
53 mViewportMatrix[12] = -1.0f + float(w)/float(W);
54 mViewportMatrix[13] = -1.0f + float(h)/float(H);
55 mViewportMatrix[15] = 1.0f;
56 }
57
SetScalingMatrix(float xscale,float yscale)58 void WarpRenderer::SetScalingMatrix(float xscale, float yscale)
59 {
60 for(int i=0; i<16; i++)
61 {
62 mScalingMatrix[i] = 0.0f;
63 }
64
65 mScalingMatrix[0] = xscale;
66 mScalingMatrix[5] = yscale;
67 mScalingMatrix[10] = 1.0f;
68 mScalingMatrix[15] = 1.0f;
69 }
70
InitializeGLProgram()71 bool WarpRenderer::InitializeGLProgram()
72 {
73 bool succeeded = false;
74 do {
75 GLuint glProgram;
76 glProgram = createProgram(VertexShaderSource(),
77 FragmentShaderSource());
78 if (!glProgram) {
79 break;
80 }
81
82 glUseProgram(glProgram);
83 if (!checkGlError("glUseProgram")) break;
84
85 // Get attribute locations
86 mPositionLoc = glGetAttribLocation(glProgram, "a_position");
87 mAffinetransLoc = glGetUniformLocation(glProgram, "u_affinetrans");
88 mViewporttransLoc = glGetUniformLocation(glProgram, "u_viewporttrans");
89 mScalingtransLoc = glGetUniformLocation(glProgram, "u_scalingtrans");
90 mTexCoordLoc = glGetAttribLocation(glProgram, "a_texCoord");
91
92 // Get sampler location
93 mSamplerLoc = glGetUniformLocation(glProgram, "s_texture");
94
95 mGlProgram = glProgram;
96 succeeded = true;
97 } while (false);
98
99 if (!succeeded && (mGlProgram != 0))
100 {
101 glDeleteProgram(mGlProgram);
102 checkGlError("glDeleteProgram");
103 mGlProgram = 0;
104 }
105 return succeeded;
106 }
107
DrawTexture(GLfloat * affine)108 bool WarpRenderer::DrawTexture(GLfloat *affine)
109 {
110 bool succeeded = false;
111 do {
112 bool rt = (mFrameBuffer == NULL)?
113 SetupGraphics(mSurfaceWidth, mSurfaceHeight) :
114 SetupGraphics(mFrameBuffer);
115
116 if(!rt)
117 break;
118
119 glDisable(GL_BLEND);
120
121 glActiveTexture(GL_TEXTURE0);
122 if (!checkGlError("glActiveTexture")) break;
123
124 const GLenum texture_type = InputTextureType();
125 glBindTexture(texture_type, mInputTextureName);
126 if (!checkGlError("glBindTexture")) break;
127
128 // Set the sampler texture unit to 0
129 glUniform1i(mSamplerLoc, 0);
130
131 // Load the vertex position
132 glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT,
133 GL_FALSE, VERTEX_STRIDE, g_vVertices);
134
135 // Load the texture coordinate
136 glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT,
137 GL_FALSE, VERTEX_STRIDE, &g_vVertices[4]);
138
139 glEnableVertexAttribArray(mPositionLoc);
140 glEnableVertexAttribArray(mTexCoordLoc);
141
142 // pass matrix information to the vertex shader
143 glUniformMatrix4fv(mAffinetransLoc, 1, GL_FALSE, affine);
144 glUniformMatrix4fv(mViewporttransLoc, 1, GL_FALSE, mViewportMatrix);
145 glUniformMatrix4fv(mScalingtransLoc, 1, GL_FALSE, mScalingMatrix);
146
147 // And, finally, execute the GL draw command.
148 glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices);
149
150 checkGlError("glDrawElements");
151
152 glBindFramebuffer(GL_FRAMEBUFFER, 0);
153 succeeded = true;
154 } while (false);
155 return succeeded;
156 }
157
VertexShaderSource() const158 const char* WarpRenderer::VertexShaderSource() const
159 {
160 static const char gVertexShader[] =
161 "uniform mat4 u_affinetrans; \n"
162 "uniform mat4 u_viewporttrans; \n"
163 "uniform mat4 u_scalingtrans; \n"
164 "attribute vec4 a_position; \n"
165 "attribute vec2 a_texCoord; \n"
166 "varying vec2 v_texCoord; \n"
167 "void main() \n"
168 "{ \n"
169 " gl_Position = u_scalingtrans * u_viewporttrans * u_affinetrans * a_position; \n"
170 " v_texCoord = a_texCoord; \n"
171 "} \n";
172
173 return gVertexShader;
174 }
175
FragmentShaderSource() const176 const char* WarpRenderer::FragmentShaderSource() const
177 {
178 static const char gFragmentShader[] =
179 "precision mediump float; \n"
180 "varying vec2 v_texCoord; \n"
181 "uniform sampler2D s_texture; \n"
182 "void main() \n"
183 "{ \n"
184 " vec4 color; \n"
185 " color = texture2D(s_texture, v_texCoord); \n"
186 " gl_FragColor = color; \n"
187 "} \n";
188
189 return gFragmentShader;
190 }
191