diff options
Diffstat (limited to 'jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp')
-rwxr-xr-x | jni/feature_mos/src/mosaic_renderer/YVURenderer.cpp | 160 |
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; +} |