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-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/YVURenderer.cpp160
1 files changed, 160 insertions, 0 deletions
diff --git a/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp b/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp
new file mode 100755
index 000000000..f7dcf6f61
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp
@@ -0,0 +1,160 @@
+/*
+ * 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 "YVURenderer.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_iIndices3[] = { 0, 1, 2, 3 };
+
+YVURenderer::YVURenderer() : Renderer()
+ {
+}
+
+YVURenderer::~YVURenderer() {
+}
+
+bool YVURenderer::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");
+ 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 YVURenderer::DrawTexture()
+{
+ 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);
+
+ // And, finally, execute the GL draw command.
+ glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices3);
+
+ checkGlError("glDrawElements");
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ succeeded = true;
+ } while (false);
+ return succeeded;
+}
+
+const char* YVURenderer::VertexShaderSource() const
+{
+ // All this really does is copy the coordinates into
+ // variables for the fragment shader to pick up.
+ static const char gVertexShader[] =
+ "attribute vec4 a_Position;\n"
+ "attribute vec2 a_texCoord;\n"
+ "varying vec2 v_texCoord;\n"
+ "void main() {\n"
+ " gl_Position = a_Position;\n"
+ " v_texCoord = a_texCoord;\n"
+ "}\n";
+
+ return gVertexShader;
+}
+
+const char* YVURenderer::FragmentShaderSource() const
+{
+ static const char gFragmentShader[] =
+ "precision mediump float;\n"
+ "uniform sampler2D s_texture;\n"
+ "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n"
+ "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n"
+ "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n"
+ "varying vec2 v_texCoord;\n"
+ "void main() {\n"
+ " vec4 p;\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[0] = dot(p, coeff_y);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[1] = dot(p, coeff_v);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[2] = dot(p, coeff_u);\n"
+ " p = texture2D(s_texture, v_texCoord);\n"
+ " gl_FragColor[3] = dot(p, coeff_y);\n"
+ "}\n";
+
+ return gFragmentShader;
+}