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-rwxr-xr-xjni_mosaic/feature_mos/src/mosaic_renderer/YVURenderer.cpp160
1 files changed, 0 insertions, 160 deletions
diff --git a/jni_mosaic/feature_mos/src/mosaic_renderer/YVURenderer.cpp b/jni_mosaic/feature_mos/src/mosaic_renderer/YVURenderer.cpp
deleted file mode 100755
index f7dcf6f61..000000000
--- a/jni_mosaic/feature_mos/src/mosaic_renderer/YVURenderer.cpp
+++ /dev/null
@@ -1,160 +0,0 @@
-/*
- * 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;
-}