/* * 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 "WarpRenderer.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_iIndices[] = { 0, 1, 2, 3 }; WarpRenderer::WarpRenderer() : Renderer() { } WarpRenderer::~WarpRenderer() { } void WarpRenderer::SetViewportMatrix(int w, int h, int W, int H) { for(int i=0; i<16; i++) { mViewportMatrix[i] = 0.0f; } mViewportMatrix[0] = float(w)/float(W); mViewportMatrix[5] = float(h)/float(H); mViewportMatrix[10] = 1.0f; mViewportMatrix[12] = -1.0f + float(w)/float(W); mViewportMatrix[13] = -1.0f + float(h)/float(H); mViewportMatrix[15] = 1.0f; } void WarpRenderer::SetScalingMatrix(float xscale, float yscale) { for(int i=0; i<16; i++) { mScalingMatrix[i] = 0.0f; } mScalingMatrix[0] = xscale; mScalingMatrix[5] = yscale; mScalingMatrix[10] = 1.0f; mScalingMatrix[15] = 1.0f; } bool WarpRenderer::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"); mAffinetransLoc = glGetUniformLocation(glProgram, "u_affinetrans"); mViewporttransLoc = glGetUniformLocation(glProgram, "u_viewporttrans"); mScalingtransLoc = glGetUniformLocation(glProgram, "u_scalingtrans"); 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 WarpRenderer::DrawTexture(GLfloat *affine) { 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); // pass matrix information to the vertex shader glUniformMatrix4fv(mAffinetransLoc, 1, GL_FALSE, affine); glUniformMatrix4fv(mViewporttransLoc, 1, GL_FALSE, mViewportMatrix); glUniformMatrix4fv(mScalingtransLoc, 1, GL_FALSE, mScalingMatrix); // And, finally, execute the GL draw command. glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices); checkGlError("glDrawElements"); glBindFramebuffer(GL_FRAMEBUFFER, 0); succeeded = true; } while (false); return succeeded; } const char* WarpRenderer::VertexShaderSource() const { static const char gVertexShader[] = "uniform mat4 u_affinetrans; \n" "uniform mat4 u_viewporttrans; \n" "uniform mat4 u_scalingtrans; \n" "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = u_scalingtrans * u_viewporttrans * u_affinetrans * a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; return gVertexShader; } const char* WarpRenderer::FragmentShaderSource() const { static const char gFragmentShader[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " vec4 color; \n" " color = texture2D(s_texture, v_texCoord); \n" " gl_FragColor = color; \n" "} \n"; return gFragmentShader; }