/* * 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 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(mSurfaceXOffset, mSurfaceYOffset, 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; }