diff options
Diffstat (limited to 'jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp')
-rwxr-xr-x | jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp new file mode 100755 index 000000000..af6779a3f --- /dev/null +++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp @@ -0,0 +1,190 @@ +/* + * Copyright (C) 2011 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "WarpRenderer.h" + +#include <GLES2/gl2ext.h> + +const GLfloat g_vVertices[] = { + -1.f, 1.f, 0.0f, 1.0f, // Position 0 + 0.0f, 1.0f, // TexCoord 0 + 1.f, 1.f, 0.0f, 1.0f, // Position 1 + 1.0f, 1.0f, // TexCoord 1 + -1.f, -1.f, 0.0f, 1.0f, // Position 2 + 0.0f, 0.0f, // TexCoord 2 + 1.f, -1.f, 0.0f, 1.0f, // Position 3 + 1.0f, 0.0f // TexCoord 3 +}; + +const int VERTEX_STRIDE = 6 * sizeof(GLfloat); + +GLushort g_iIndices[] = { 0, 1, 2, 3 }; + +WarpRenderer::WarpRenderer() : Renderer() +{ +} + +WarpRenderer::~WarpRenderer() { +} + +void WarpRenderer::SetViewportMatrix(int w, int h, int W, int H) +{ + for(int i=0; i<16; i++) + { + mViewportMatrix[i] = 0.0f; + } + + mViewportMatrix[0] = float(w)/float(W); + mViewportMatrix[5] = float(h)/float(H); + mViewportMatrix[10] = 1.0f; + mViewportMatrix[12] = -1.0f + float(w)/float(W); + mViewportMatrix[13] = -1.0f + float(h)/float(H); + mViewportMatrix[15] = 1.0f; +} + +void WarpRenderer::SetScalingMatrix(float xscale, float yscale) +{ + for(int i=0; i<16; i++) + { + mScalingMatrix[i] = 0.0f; + } + + mScalingMatrix[0] = xscale; + mScalingMatrix[5] = yscale; + mScalingMatrix[10] = 1.0f; + mScalingMatrix[15] = 1.0f; +} + +bool WarpRenderer::InitializeGLProgram() +{ + bool succeeded = false; + do { + GLuint glProgram; + glProgram = createProgram(VertexShaderSource(), + FragmentShaderSource()); + if (!glProgram) { + break; + } + + glUseProgram(glProgram); + if (!checkGlError("glUseProgram")) break; + + // Get attribute locations + mPositionLoc = glGetAttribLocation(glProgram, "a_position"); + mAffinetransLoc = glGetUniformLocation(glProgram, "u_affinetrans"); + mViewporttransLoc = glGetUniformLocation(glProgram, "u_viewporttrans"); + mScalingtransLoc = glGetUniformLocation(glProgram, "u_scalingtrans"); + mTexCoordLoc = glGetAttribLocation(glProgram, "a_texCoord"); + + // Get sampler location + mSamplerLoc = glGetUniformLocation(glProgram, "s_texture"); + + mGlProgram = glProgram; + succeeded = true; + } while (false); + + if (!succeeded && (mGlProgram != 0)) + { + glDeleteProgram(mGlProgram); + checkGlError("glDeleteProgram"); + mGlProgram = 0; + } + return succeeded; +} + +bool WarpRenderer::DrawTexture(GLfloat *affine) +{ + bool succeeded = false; + do { + bool rt = (mFrameBuffer == NULL)? + SetupGraphics(mSurfaceWidth, mSurfaceHeight) : + SetupGraphics(mFrameBuffer); + + if(!rt) + break; + + glDisable(GL_BLEND); + + glActiveTexture(GL_TEXTURE0); + if (!checkGlError("glActiveTexture")) break; + + const GLenum texture_type = InputTextureType(); + glBindTexture(texture_type, mInputTextureName); + if (!checkGlError("glBindTexture")) break; + + // Set the sampler texture unit to 0 + glUniform1i(mSamplerLoc, 0); + + // Load the vertex position + glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, + GL_FALSE, VERTEX_STRIDE, g_vVertices); + + // Load the texture coordinate + glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, + GL_FALSE, VERTEX_STRIDE, &g_vVertices[4]); + + glEnableVertexAttribArray(mPositionLoc); + glEnableVertexAttribArray(mTexCoordLoc); + + // pass matrix information to the vertex shader + glUniformMatrix4fv(mAffinetransLoc, 1, GL_FALSE, affine); + glUniformMatrix4fv(mViewporttransLoc, 1, GL_FALSE, mViewportMatrix); + glUniformMatrix4fv(mScalingtransLoc, 1, GL_FALSE, mScalingMatrix); + + // And, finally, execute the GL draw command. + glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices); + + checkGlError("glDrawElements"); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + succeeded = true; + } while (false); + return succeeded; +} + +const char* WarpRenderer::VertexShaderSource() const +{ + static const char gVertexShader[] = + "uniform mat4 u_affinetrans; \n" + "uniform mat4 u_viewporttrans; \n" + "uniform mat4 u_scalingtrans; \n" + "attribute vec4 a_position; \n" + "attribute vec2 a_texCoord; \n" + "varying vec2 v_texCoord; \n" + "void main() \n" + "{ \n" + " gl_Position = u_scalingtrans * u_viewporttrans * u_affinetrans * a_position; \n" + " v_texCoord = a_texCoord; \n" + "} \n"; + + return gVertexShader; +} + +const char* WarpRenderer::FragmentShaderSource() const +{ + static const char gFragmentShader[] = + "precision mediump float; \n" + "varying vec2 v_texCoord; \n" + "uniform sampler2D s_texture; \n" + "void main() \n" + "{ \n" + " vec4 color; \n" + " color = texture2D(s_texture, v_texCoord); \n" + " gl_FragColor = color; \n" + "} \n"; + + return gFragmentShader; +} |