/* * 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 "Renderer.h" #include "mosaic/Log.h" #define LOG_TAG "Renderer" #include Renderer::Renderer() : mGlProgram(0), mInputTextureName(-1), mInputTextureWidth(0), mInputTextureHeight(0), mSurfaceWidth(0), mSurfaceHeight(0) { InitializeGLContext(); } Renderer::~Renderer() { } GLuint Renderer::loadShader(GLenum shaderType, const char* pSource) { GLuint shader = glCreateShader(shaderType); if (shader) { glShaderSource(shader, 1, &pSource, NULL); glCompileShader(shader); GLint compiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* buf = (char*) malloc(infoLen); if (buf) { glGetShaderInfoLog(shader, infoLen, NULL, buf); LOGE("Could not compile shader %d:\n%s\n", shaderType, buf); free(buf); } glDeleteShader(shader); shader = 0; } } } return shader; } GLuint Renderer::createProgram(const char* pVertexSource, const char* pFragmentSource) { GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource); if (!vertexShader) { return 0; } GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); if (!pixelShader) { return 0; } GLuint program = glCreateProgram(); if (program) { glAttachShader(program, vertexShader); checkGlError("glAttachShader"); glAttachShader(program, pixelShader); checkGlError("glAttachShader"); glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); LOGI("Program Linked (%d)!", program); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = (char*) malloc(bufLength); if (buf) { glGetProgramInfoLog(program, bufLength, NULL, buf); LOGE("Could not link program:\n%s\n", buf); free(buf); } } glDeleteProgram(program); program = 0; } } return program; } // Set this renderer to use the default frame-buffer (screen) and // set the viewport size to be the given width and height (pixels). bool Renderer::SetupGraphics(int width, int height) { bool succeeded = false; do { if (mGlProgram == 0) { if (!InitializeGLProgram()) { break; } } glUseProgram(mGlProgram); if (!checkGlError("glUseProgram")) break; glBindFramebuffer(GL_FRAMEBUFFER, 0); mFrameBuffer = NULL; mSurfaceWidth = width; mSurfaceHeight = height; glViewport(0, 0, mSurfaceWidth, mSurfaceHeight); if (!checkGlError("glViewport")) break; succeeded = true; } while (false); return succeeded; } // Set this renderer to use the specified FBO and // set the viewport size to be the width and height of this FBO. bool Renderer::SetupGraphics(FrameBuffer* buffer) { bool succeeded = false; do { if (mGlProgram == 0) { if (!InitializeGLProgram()) { break; } } glUseProgram(mGlProgram); if (!checkGlError("glUseProgram")) break; glBindFramebuffer(GL_FRAMEBUFFER, buffer->GetFrameBufferName()); mFrameBuffer = buffer; mSurfaceWidth = mFrameBuffer->GetWidth(); mSurfaceHeight = mFrameBuffer->GetHeight(); glViewport(0, 0, mSurfaceWidth, mSurfaceHeight); if (!checkGlError("glViewport")) break; succeeded = true; } while (false); return succeeded; } bool Renderer::Clear(float r, float g, float b, float a) { bool succeeded = false; do { bool rt = (mFrameBuffer == NULL)? SetupGraphics(mSurfaceWidth, mSurfaceHeight) : SetupGraphics(mFrameBuffer); if(!rt) break; glClearColor(r, g, b, a); glClear(GL_COLOR_BUFFER_BIT); succeeded = true; } while (false); return succeeded; } void Renderer::InitializeGLContext() { if(mFrameBuffer != NULL) { delete mFrameBuffer; mFrameBuffer = NULL; } mInputTextureName = -1; mInputTextureType = GL_TEXTURE_2D; mGlProgram = 0; } int Renderer::GetTextureName() { return mInputTextureName; } void Renderer::SetInputTextureName(GLuint textureName) { mInputTextureName = textureName; } void Renderer::SetInputTextureType(GLenum textureType) { mInputTextureType = textureType; } void Renderer::SetInputTextureDimensions(int width, int height) { mInputTextureWidth = width; mInputTextureHeight = height; }