diff options
Diffstat (limited to 'wallpaper_picker_src/com/android/gallery3d/glrenderer/GLES20Canvas.java')
-rw-r--r-- | wallpaper_picker_src/com/android/gallery3d/glrenderer/GLES20Canvas.java | 1009 |
1 files changed, 1009 insertions, 0 deletions
diff --git a/wallpaper_picker_src/com/android/gallery3d/glrenderer/GLES20Canvas.java b/wallpaper_picker_src/com/android/gallery3d/glrenderer/GLES20Canvas.java new file mode 100644 index 000000000..4ead1315e --- /dev/null +++ b/wallpaper_picker_src/com/android/gallery3d/glrenderer/GLES20Canvas.java @@ -0,0 +1,1009 @@ +/* + * Copyright (C) 2012 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. + */ +package com.android.gallery3d.glrenderer; + +import android.graphics.Bitmap; +import android.graphics.Rect; +import android.graphics.RectF; +import android.opengl.GLES20; +import android.opengl.GLUtils; +import android.opengl.Matrix; +import android.util.Log; + +import com.android.gallery3d.util.IntArray; + +import java.nio.Buffer; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +import java.util.ArrayList; +import java.util.Arrays; + +public class GLES20Canvas implements GLCanvas { + // ************** Constants ********************** + private static final String TAG = GLES20Canvas.class.getSimpleName(); + private static final int FLOAT_SIZE = Float.SIZE / Byte.SIZE; + private static final float OPAQUE_ALPHA = 0.95f; + + private static final int COORDS_PER_VERTEX = 2; + private static final int VERTEX_STRIDE = COORDS_PER_VERTEX * FLOAT_SIZE; + + private static final int COUNT_FILL_VERTEX = 4; + private static final int COUNT_LINE_VERTEX = 2; + private static final int COUNT_RECT_VERTEX = 4; + private static final int OFFSET_FILL_RECT = 0; + private static final int OFFSET_DRAW_LINE = OFFSET_FILL_RECT + COUNT_FILL_VERTEX; + private static final int OFFSET_DRAW_RECT = OFFSET_DRAW_LINE + COUNT_LINE_VERTEX; + + private static final float[] BOX_COORDINATES = { + 0, 0, // Fill rectangle + 1, 0, + 0, 1, + 1, 1, + 0, 0, // Draw line + 1, 1, + 0, 0, // Draw rectangle outline + 0, 1, + 1, 1, + 1, 0, + }; + + private static final float[] BOUNDS_COORDINATES = { + 0, 0, 0, 1, + 1, 1, 0, 1, + }; + + private static final String POSITION_ATTRIBUTE = "aPosition"; + private static final String COLOR_UNIFORM = "uColor"; + private static final String MATRIX_UNIFORM = "uMatrix"; + private static final String TEXTURE_MATRIX_UNIFORM = "uTextureMatrix"; + private static final String TEXTURE_SAMPLER_UNIFORM = "uTextureSampler"; + private static final String ALPHA_UNIFORM = "uAlpha"; + private static final String TEXTURE_COORD_ATTRIBUTE = "aTextureCoordinate"; + + private static final String DRAW_VERTEX_SHADER = "" + + "uniform mat4 " + MATRIX_UNIFORM + ";\n" + + "attribute vec2 " + POSITION_ATTRIBUTE + ";\n" + + "void main() {\n" + + " vec4 pos = vec4(" + POSITION_ATTRIBUTE + ", 0.0, 1.0);\n" + + " gl_Position = " + MATRIX_UNIFORM + " * pos;\n" + + "}\n"; + + private static final String DRAW_FRAGMENT_SHADER = "" + + "precision mediump float;\n" + + "uniform vec4 " + COLOR_UNIFORM + ";\n" + + "void main() {\n" + + " gl_FragColor = " + COLOR_UNIFORM + ";\n" + + "}\n"; + + private static final String TEXTURE_VERTEX_SHADER = "" + + "uniform mat4 " + MATRIX_UNIFORM + ";\n" + + "uniform mat4 " + TEXTURE_MATRIX_UNIFORM + ";\n" + + "attribute vec2 " + POSITION_ATTRIBUTE + ";\n" + + "varying vec2 vTextureCoord;\n" + + "void main() {\n" + + " vec4 pos = vec4(" + POSITION_ATTRIBUTE + ", 0.0, 1.0);\n" + + " gl_Position = " + MATRIX_UNIFORM + " * pos;\n" + + " vTextureCoord = (" + TEXTURE_MATRIX_UNIFORM + " * pos).xy;\n" + + "}\n"; + + private static final String MESH_VERTEX_SHADER = "" + + "uniform mat4 " + MATRIX_UNIFORM + ";\n" + + "attribute vec2 " + POSITION_ATTRIBUTE + ";\n" + + "attribute vec2 " + TEXTURE_COORD_ATTRIBUTE + ";\n" + + "varying vec2 vTextureCoord;\n" + + "void main() {\n" + + " vec4 pos = vec4(" + POSITION_ATTRIBUTE + ", 0.0, 1.0);\n" + + " gl_Position = " + MATRIX_UNIFORM + " * pos;\n" + + " vTextureCoord = " + TEXTURE_COORD_ATTRIBUTE + ";\n" + + "}\n"; + + private static final String TEXTURE_FRAGMENT_SHADER = "" + + "precision mediump float;\n" + + "varying vec2 vTextureCoord;\n" + + "uniform float " + ALPHA_UNIFORM + ";\n" + + "uniform sampler2D " + TEXTURE_SAMPLER_UNIFORM + ";\n" + + "void main() {\n" + + " gl_FragColor = texture2D(" + TEXTURE_SAMPLER_UNIFORM + ", vTextureCoord);\n" + + " gl_FragColor *= " + ALPHA_UNIFORM + ";\n" + + "}\n"; + + private static final String OES_TEXTURE_FRAGMENT_SHADER = "" + + "#extension GL_OES_EGL_image_external : require\n" + + "precision mediump float;\n" + + "varying vec2 vTextureCoord;\n" + + "uniform float " + ALPHA_UNIFORM + ";\n" + + "uniform samplerExternalOES " + TEXTURE_SAMPLER_UNIFORM + ";\n" + + "void main() {\n" + + " gl_FragColor = texture2D(" + TEXTURE_SAMPLER_UNIFORM + ", vTextureCoord);\n" + + " gl_FragColor *= " + ALPHA_UNIFORM + ";\n" + + "}\n"; + + private static final int INITIAL_RESTORE_STATE_SIZE = 8; + private static final int MATRIX_SIZE = 16; + + // Keep track of restore state + private float[] mMatrices = new float[INITIAL_RESTORE_STATE_SIZE * MATRIX_SIZE]; + private float[] mAlphas = new float[INITIAL_RESTORE_STATE_SIZE]; + private IntArray mSaveFlags = new IntArray(); + + private int mCurrentAlphaIndex = 0; + private int mCurrentMatrixIndex = 0; + + // Viewport size + private int mWidth; + private int mHeight; + + // Projection matrix + private float[] mProjectionMatrix = new float[MATRIX_SIZE]; + + // Screen size for when we aren't bound to a texture + private int mScreenWidth; + private int mScreenHeight; + + // GL programs + private int mDrawProgram; + private int mTextureProgram; + private int mOesTextureProgram; + private int mMeshProgram; + + // GL buffer containing BOX_COORDINATES + private int mBoxCoordinates; + + // Handle indices -- common + private static final int INDEX_POSITION = 0; + private static final int INDEX_MATRIX = 1; + + // Handle indices -- draw + private static final int INDEX_COLOR = 2; + + // Handle indices -- texture + private static final int INDEX_TEXTURE_MATRIX = 2; + private static final int INDEX_TEXTURE_SAMPLER = 3; + private static final int INDEX_ALPHA = 4; + + // Handle indices -- mesh + private static final int INDEX_TEXTURE_COORD = 2; + + private abstract static class ShaderParameter { + public int handle; + protected final String mName; + + public ShaderParameter(String name) { + mName = name; + } + + public abstract void loadHandle(int program); + } + + private static class UniformShaderParameter extends ShaderParameter { + public UniformShaderParameter(String name) { + super(name); + } + + @Override + public void loadHandle(int program) { + handle = GLES20.glGetUniformLocation(program, mName); + checkError(); + } + } + + private static class AttributeShaderParameter extends ShaderParameter { + public AttributeShaderParameter(String name) { + super(name); + } + + @Override + public void loadHandle(int program) { + handle = GLES20.glGetAttribLocation(program, mName); + checkError(); + } + } + + ShaderParameter[] mDrawParameters = { + new AttributeShaderParameter(POSITION_ATTRIBUTE), // INDEX_POSITION + new UniformShaderParameter(MATRIX_UNIFORM), // INDEX_MATRIX + new UniformShaderParameter(COLOR_UNIFORM), // INDEX_COLOR + }; + ShaderParameter[] mTextureParameters = { + new AttributeShaderParameter(POSITION_ATTRIBUTE), // INDEX_POSITION + new UniformShaderParameter(MATRIX_UNIFORM), // INDEX_MATRIX + new UniformShaderParameter(TEXTURE_MATRIX_UNIFORM), // INDEX_TEXTURE_MATRIX + new UniformShaderParameter(TEXTURE_SAMPLER_UNIFORM), // INDEX_TEXTURE_SAMPLER + new UniformShaderParameter(ALPHA_UNIFORM), // INDEX_ALPHA + }; + ShaderParameter[] mOesTextureParameters = { + new AttributeShaderParameter(POSITION_ATTRIBUTE), // INDEX_POSITION + new UniformShaderParameter(MATRIX_UNIFORM), // INDEX_MATRIX + new UniformShaderParameter(TEXTURE_MATRIX_UNIFORM), // INDEX_TEXTURE_MATRIX + new UniformShaderParameter(TEXTURE_SAMPLER_UNIFORM), // INDEX_TEXTURE_SAMPLER + new UniformShaderParameter(ALPHA_UNIFORM), // INDEX_ALPHA + }; + ShaderParameter[] mMeshParameters = { + new AttributeShaderParameter(POSITION_ATTRIBUTE), // INDEX_POSITION + new UniformShaderParameter(MATRIX_UNIFORM), // INDEX_MATRIX + new AttributeShaderParameter(TEXTURE_COORD_ATTRIBUTE), // INDEX_TEXTURE_COORD + new UniformShaderParameter(TEXTURE_SAMPLER_UNIFORM), // INDEX_TEXTURE_SAMPLER + new UniformShaderParameter(ALPHA_UNIFORM), // INDEX_ALPHA + }; + + private final IntArray mUnboundTextures = new IntArray(); + private final IntArray mDeleteBuffers = new IntArray(); + + // Keep track of statistics for debugging + private int mCountDrawMesh = 0; + private int mCountTextureRect = 0; + private int mCountFillRect = 0; + private int mCountDrawLine = 0; + + // Buffer for framebuffer IDs -- we keep track so we can switch the attached + // texture. + private int[] mFrameBuffer = new int[1]; + + // Bound textures. + private ArrayList<RawTexture> mTargetTextures = new ArrayList<RawTexture>(); + + // Temporary variables used within calculations + private final float[] mTempMatrix = new float[32]; + private final float[] mTempColor = new float[4]; + private final RectF mTempSourceRect = new RectF(); + private final RectF mTempTargetRect = new RectF(); + private final float[] mTempTextureMatrix = new float[MATRIX_SIZE]; + private final int[] mTempIntArray = new int[1]; + + private static final GLId mGLId = new GLES20IdImpl(); + + public GLES20Canvas() { + Matrix.setIdentityM(mTempTextureMatrix, 0); + Matrix.setIdentityM(mMatrices, mCurrentMatrixIndex); + mAlphas[mCurrentAlphaIndex] = 1f; + mTargetTextures.add(null); + + FloatBuffer boxBuffer = createBuffer(BOX_COORDINATES); + mBoxCoordinates = uploadBuffer(boxBuffer); + + int drawVertexShader = loadShader(GLES20.GL_VERTEX_SHADER, DRAW_VERTEX_SHADER); + int textureVertexShader = loadShader(GLES20.GL_VERTEX_SHADER, TEXTURE_VERTEX_SHADER); + int meshVertexShader = loadShader(GLES20.GL_VERTEX_SHADER, MESH_VERTEX_SHADER); + int drawFragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, DRAW_FRAGMENT_SHADER); + int textureFragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, TEXTURE_FRAGMENT_SHADER); + int oesTextureFragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, + OES_TEXTURE_FRAGMENT_SHADER); + + mDrawProgram = assembleProgram(drawVertexShader, drawFragmentShader, mDrawParameters); + mTextureProgram = assembleProgram(textureVertexShader, textureFragmentShader, + mTextureParameters); + mOesTextureProgram = assembleProgram(textureVertexShader, oesTextureFragmentShader, + mOesTextureParameters); + mMeshProgram = assembleProgram(meshVertexShader, textureFragmentShader, mMeshParameters); + GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); + checkError(); + } + + private static FloatBuffer createBuffer(float[] values) { + // First create an nio buffer, then create a VBO from it. + int size = values.length * FLOAT_SIZE; + FloatBuffer buffer = ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()) + .asFloatBuffer(); + buffer.put(values, 0, values.length).position(0); + return buffer; + } + + private int assembleProgram(int vertexShader, int fragmentShader, ShaderParameter[] params) { + int program = GLES20.glCreateProgram(); + checkError(); + if (program == 0) { + throw new RuntimeException("Cannot create GL program: " + GLES20.glGetError()); + } + GLES20.glAttachShader(program, vertexShader); + checkError(); + GLES20.glAttachShader(program, fragmentShader); + checkError(); + GLES20.glLinkProgram(program); + checkError(); + int[] mLinkStatus = mTempIntArray; + GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, mLinkStatus, 0); + if (mLinkStatus[0] != GLES20.GL_TRUE) { + Log.e(TAG, "Could not link program: "); + Log.e(TAG, GLES20.glGetProgramInfoLog(program)); + GLES20.glDeleteProgram(program); + program = 0; + } + for (int i = 0; i < params.length; i++) { + params[i].loadHandle(program); + } + return program; + } + + private static int loadShader(int type, String shaderCode) { + // create a vertex shader type (GLES20.GL_VERTEX_SHADER) + // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) + int shader = GLES20.glCreateShader(type); + + // add the source code to the shader and compile it + GLES20.glShaderSource(shader, shaderCode); + checkError(); + GLES20.glCompileShader(shader); + checkError(); + + return shader; + } + + @Override + public void setSize(int width, int height) { + mWidth = width; + mHeight = height; + GLES20.glViewport(0, 0, mWidth, mHeight); + checkError(); + Matrix.setIdentityM(mMatrices, mCurrentMatrixIndex); + Matrix.orthoM(mProjectionMatrix, 0, 0, width, 0, height, -1, 1); + if (getTargetTexture() == null) { + mScreenWidth = width; + mScreenHeight = height; + Matrix.translateM(mMatrices, mCurrentMatrixIndex, 0, height, 0); + Matrix.scaleM(mMatrices, mCurrentMatrixIndex, 1, -1, 1); + } + } + + @Override + public void clearBuffer() { + GLES20.glClearColor(0f, 0f, 0f, 1f); + checkError(); + GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); + checkError(); + } + + @Override + public void clearBuffer(float[] argb) { + GLES20.glClearColor(argb[1], argb[2], argb[3], argb[0]); + checkError(); + GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); + checkError(); + } + + @Override + public float getAlpha() { + return mAlphas[mCurrentAlphaIndex]; + } + + @Override + public void setAlpha(float alpha) { + mAlphas[mCurrentAlphaIndex] = alpha; + } + + @Override + public void multiplyAlpha(float alpha) { + setAlpha(getAlpha() * alpha); + } + + @Override + public void translate(float x, float y, float z) { + Matrix.translateM(mMatrices, mCurrentMatrixIndex, x, y, z); + } + + // This is a faster version of translate(x, y, z) because + // (1) we knows z = 0, (2) we inline the Matrix.translateM call, + // (3) we unroll the loop + @Override + public void translate(float x, float y) { + int index = mCurrentMatrixIndex; + float[] m = mMatrices; + m[index + 12] += m[index + 0] * x + m[index + 4] * y; + m[index + 13] += m[index + 1] * x + m[index + 5] * y; + m[index + 14] += m[index + 2] * x + m[index + 6] * y; + m[index + 15] += m[index + 3] * x + m[index + 7] * y; + } + + @Override + public void scale(float sx, float sy, float sz) { + Matrix.scaleM(mMatrices, mCurrentMatrixIndex, sx, sy, sz); + } + + @Override + public void rotate(float angle, float x, float y, float z) { + if (angle == 0f) { + return; + } + float[] temp = mTempMatrix; + Matrix.setRotateM(temp, 0, angle, x, y, z); + float[] matrix = mMatrices; + int index = mCurrentMatrixIndex; + Matrix.multiplyMM(temp, MATRIX_SIZE, matrix, index, temp, 0); + System.arraycopy(temp, MATRIX_SIZE, matrix, index, MATRIX_SIZE); + } + + @Override + public void multiplyMatrix(float[] matrix, int offset) { + float[] temp = mTempMatrix; + float[] currentMatrix = mMatrices; + int index = mCurrentMatrixIndex; + Matrix.multiplyMM(temp, 0, currentMatrix, index, matrix, offset); + System.arraycopy(temp, 0, currentMatrix, index, 16); + } + + @Override + public void save() { + save(SAVE_FLAG_ALL); + } + + @Override + public void save(int saveFlags) { + boolean saveAlpha = (saveFlags & SAVE_FLAG_ALPHA) == SAVE_FLAG_ALPHA; + if (saveAlpha) { + float currentAlpha = getAlpha(); + mCurrentAlphaIndex++; + if (mAlphas.length <= mCurrentAlphaIndex) { + mAlphas = Arrays.copyOf(mAlphas, mAlphas.length * 2); + } + mAlphas[mCurrentAlphaIndex] = currentAlpha; + } + boolean saveMatrix = (saveFlags & SAVE_FLAG_MATRIX) == SAVE_FLAG_MATRIX; + if (saveMatrix) { + int currentIndex = mCurrentMatrixIndex; + mCurrentMatrixIndex += MATRIX_SIZE; + if (mMatrices.length <= mCurrentMatrixIndex) { + mMatrices = Arrays.copyOf(mMatrices, mMatrices.length * 2); + } + System.arraycopy(mMatrices, currentIndex, mMatrices, mCurrentMatrixIndex, MATRIX_SIZE); + } + mSaveFlags.add(saveFlags); + } + + @Override + public void restore() { + int restoreFlags = mSaveFlags.removeLast(); + boolean restoreAlpha = (restoreFlags & SAVE_FLAG_ALPHA) == SAVE_FLAG_ALPHA; + if (restoreAlpha) { + mCurrentAlphaIndex--; + } + boolean restoreMatrix = (restoreFlags & SAVE_FLAG_MATRIX) == SAVE_FLAG_MATRIX; + if (restoreMatrix) { + mCurrentMatrixIndex -= MATRIX_SIZE; + } + } + + @Override + public void drawLine(float x1, float y1, float x2, float y2, GLPaint paint) { + draw(GLES20.GL_LINE_STRIP, OFFSET_DRAW_LINE, COUNT_LINE_VERTEX, x1, y1, x2 - x1, y2 - y1, + paint); + mCountDrawLine++; + } + + @Override + public void drawRect(float x, float y, float width, float height, GLPaint paint) { + draw(GLES20.GL_LINE_LOOP, OFFSET_DRAW_RECT, COUNT_RECT_VERTEX, x, y, width, height, paint); + mCountDrawLine++; + } + + private void draw(int type, int offset, int count, float x, float y, float width, float height, + GLPaint paint) { + draw(type, offset, count, x, y, width, height, paint.getColor(), paint.getLineWidth()); + } + + private void draw(int type, int offset, int count, float x, float y, float width, float height, + int color, float lineWidth) { + prepareDraw(offset, color, lineWidth); + draw(mDrawParameters, type, count, x, y, width, height); + } + + private void prepareDraw(int offset, int color, float lineWidth) { + GLES20.glUseProgram(mDrawProgram); + checkError(); + if (lineWidth > 0) { + GLES20.glLineWidth(lineWidth); + checkError(); + } + float[] colorArray = getColor(color); + boolean blendingEnabled = (colorArray[3] < 1f); + enableBlending(blendingEnabled); + if (blendingEnabled) { + GLES20.glBlendColor(colorArray[0], colorArray[1], colorArray[2], colorArray[3]); + checkError(); + } + + GLES20.glUniform4fv(mDrawParameters[INDEX_COLOR].handle, 1, colorArray, 0); + setPosition(mDrawParameters, offset); + checkError(); + } + + private float[] getColor(int color) { + float alpha = ((color >>> 24) & 0xFF) / 255f * getAlpha(); + float red = ((color >>> 16) & 0xFF) / 255f * alpha; + float green = ((color >>> 8) & 0xFF) / 255f * alpha; + float blue = (color & 0xFF) / 255f * alpha; + mTempColor[0] = red; + mTempColor[1] = green; + mTempColor[2] = blue; + mTempColor[3] = alpha; + return mTempColor; + } + + private void enableBlending(boolean enableBlending) { + if (enableBlending) { + GLES20.glEnable(GLES20.GL_BLEND); + checkError(); + } else { + GLES20.glDisable(GLES20.GL_BLEND); + checkError(); + } + } + + private void setPosition(ShaderParameter[] params, int offset) { + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mBoxCoordinates); + checkError(); + GLES20.glVertexAttribPointer(params[INDEX_POSITION].handle, COORDS_PER_VERTEX, + GLES20.GL_FLOAT, false, VERTEX_STRIDE, offset * VERTEX_STRIDE); + checkError(); + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); + checkError(); + } + + private void draw(ShaderParameter[] params, int type, int count, float x, float y, float width, + float height) { + setMatrix(params, x, y, width, height); + int positionHandle = params[INDEX_POSITION].handle; + GLES20.glEnableVertexAttribArray(positionHandle); + checkError(); + GLES20.glDrawArrays(type, 0, count); + checkError(); + GLES20.glDisableVertexAttribArray(positionHandle); + checkError(); + } + + private void setMatrix(ShaderParameter[] params, float x, float y, float width, float height) { + Matrix.translateM(mTempMatrix, 0, mMatrices, mCurrentMatrixIndex, x, y, 0f); + Matrix.scaleM(mTempMatrix, 0, width, height, 1f); + Matrix.multiplyMM(mTempMatrix, MATRIX_SIZE, mProjectionMatrix, 0, mTempMatrix, 0); + GLES20.glUniformMatrix4fv(params[INDEX_MATRIX].handle, 1, false, mTempMatrix, MATRIX_SIZE); + checkError(); + } + + @Override + public void fillRect(float x, float y, float width, float height, int color) { + draw(GLES20.GL_TRIANGLE_STRIP, OFFSET_FILL_RECT, COUNT_FILL_VERTEX, x, y, width, height, + color, 0f); + mCountFillRect++; + } + + @Override + public void drawTexture(BasicTexture texture, int x, int y, int width, int height) { + if (width <= 0 || height <= 0) { + return; + } + copyTextureCoordinates(texture, mTempSourceRect); + mTempTargetRect.set(x, y, x + width, y + height); + convertCoordinate(mTempSourceRect, mTempTargetRect, texture); + drawTextureRect(texture, mTempSourceRect, mTempTargetRect); + } + + private static void copyTextureCoordinates(BasicTexture texture, RectF outRect) { + int left = 0; + int top = 0; + int right = texture.getWidth(); + int bottom = texture.getHeight(); + if (texture.hasBorder()) { + left = 1; + top = 1; + right -= 1; + bottom -= 1; + } + outRect.set(left, top, right, bottom); + } + + @Override + public void drawTexture(BasicTexture texture, RectF source, RectF target) { + if (target.width() <= 0 || target.height() <= 0) { + return; + } + mTempSourceRect.set(source); + mTempTargetRect.set(target); + + convertCoordinate(mTempSourceRect, mTempTargetRect, texture); + drawTextureRect(texture, mTempSourceRect, mTempTargetRect); + } + + @Override + public void drawTexture(BasicTexture texture, float[] textureTransform, int x, int y, int w, + int h) { + if (w <= 0 || h <= 0) { + return; + } + mTempTargetRect.set(x, y, x + w, y + h); + drawTextureRect(texture, textureTransform, mTempTargetRect); + } + + private void drawTextureRect(BasicTexture texture, RectF source, RectF target) { + setTextureMatrix(source); + drawTextureRect(texture, mTempTextureMatrix, target); + } + + private void setTextureMatrix(RectF source) { + mTempTextureMatrix[0] = source.width(); + mTempTextureMatrix[5] = source.height(); + mTempTextureMatrix[12] = source.left; + mTempTextureMatrix[13] = source.top; + } + + // This function changes the source coordinate to the texture coordinates. + // It also clips the source and target coordinates if it is beyond the + // bound of the texture. + private static void convertCoordinate(RectF source, RectF target, BasicTexture texture) { + int width = texture.getWidth(); + int height = texture.getHeight(); + int texWidth = texture.getTextureWidth(); + int texHeight = texture.getTextureHeight(); + // Convert to texture coordinates + source.left /= texWidth; + source.right /= texWidth; + source.top /= texHeight; + source.bottom /= texHeight; + + // Clip if the rendering range is beyond the bound of the texture. + float xBound = (float) width / texWidth; + if (source.right > xBound) { + target.right = target.left + target.width() * (xBound - source.left) / source.width(); + source.right = xBound; + } + float yBound = (float) height / texHeight; + if (source.bottom > yBound) { + target.bottom = target.top + target.height() * (yBound - source.top) / source.height(); + source.bottom = yBound; + } + } + + private void drawTextureRect(BasicTexture texture, float[] textureMatrix, RectF target) { + ShaderParameter[] params = prepareTexture(texture); + setPosition(params, OFFSET_FILL_RECT); + GLES20.glUniformMatrix4fv(params[INDEX_TEXTURE_MATRIX].handle, 1, false, textureMatrix, 0); + checkError(); + if (texture.isFlippedVertically()) { + save(SAVE_FLAG_MATRIX); + translate(0, target.centerY()); + scale(1, -1, 1); + translate(0, -target.centerY()); + } + draw(params, GLES20.GL_TRIANGLE_STRIP, COUNT_FILL_VERTEX, target.left, target.top, + target.width(), target.height()); + if (texture.isFlippedVertically()) { + restore(); + } + mCountTextureRect++; + } + + private ShaderParameter[] prepareTexture(BasicTexture texture) { + ShaderParameter[] params; + int program; + if (texture.getTarget() == GLES20.GL_TEXTURE_2D) { + params = mTextureParameters; + program = mTextureProgram; + } else { + params = mOesTextureParameters; + program = mOesTextureProgram; + } + prepareTexture(texture, program, params); + return params; + } + + private void prepareTexture(BasicTexture texture, int program, ShaderParameter[] params) { + GLES20.glUseProgram(program); + checkError(); + enableBlending(!texture.isOpaque() || getAlpha() < OPAQUE_ALPHA); + GLES20.glActiveTexture(GLES20.GL_TEXTURE0); + checkError(); + texture.onBind(this); + GLES20.glBindTexture(texture.getTarget(), texture.getId()); + checkError(); + GLES20.glUniform1i(params[INDEX_TEXTURE_SAMPLER].handle, 0); + checkError(); + GLES20.glUniform1f(params[INDEX_ALPHA].handle, getAlpha()); + checkError(); + } + + @Override + public void drawMesh(BasicTexture texture, int x, int y, int xyBuffer, int uvBuffer, + int indexBuffer, int indexCount) { + prepareTexture(texture, mMeshProgram, mMeshParameters); + + GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); + checkError(); + + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, xyBuffer); + checkError(); + int positionHandle = mMeshParameters[INDEX_POSITION].handle; + GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, + VERTEX_STRIDE, 0); + checkError(); + + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, uvBuffer); + checkError(); + int texCoordHandle = mMeshParameters[INDEX_TEXTURE_COORD].handle; + GLES20.glVertexAttribPointer(texCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, + false, VERTEX_STRIDE, 0); + checkError(); + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); + checkError(); + + GLES20.glEnableVertexAttribArray(positionHandle); + checkError(); + GLES20.glEnableVertexAttribArray(texCoordHandle); + checkError(); + + setMatrix(mMeshParameters, x, y, 1, 1); + GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_BYTE, 0); + checkError(); + + GLES20.glDisableVertexAttribArray(positionHandle); + checkError(); + GLES20.glDisableVertexAttribArray(texCoordHandle); + checkError(); + GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); + checkError(); + mCountDrawMesh++; + } + + @Override + public void drawMixed(BasicTexture texture, int toColor, float ratio, int x, int y, int w, int h) { + copyTextureCoordinates(texture, mTempSourceRect); + mTempTargetRect.set(x, y, x + w, y + h); + drawMixed(texture, toColor, ratio, mTempSourceRect, mTempTargetRect); + } + + @Override + public void drawMixed(BasicTexture texture, int toColor, float ratio, RectF source, RectF target) { + if (target.width() <= 0 || target.height() <= 0) { + return; + } + save(SAVE_FLAG_ALPHA); + + float currentAlpha = getAlpha(); + float cappedRatio = Math.min(1f, Math.max(0f, ratio)); + + float textureAlpha = (1f - cappedRatio) * currentAlpha; + setAlpha(textureAlpha); + drawTexture(texture, source, target); + + float colorAlpha = cappedRatio * currentAlpha; + setAlpha(colorAlpha); + fillRect(target.left, target.top, target.width(), target.height(), toColor); + + restore(); + } + + @Override + public boolean unloadTexture(BasicTexture texture) { + boolean unload = texture.isLoaded(); + if (unload) { + synchronized (mUnboundTextures) { + mUnboundTextures.add(texture.getId()); + } + } + return unload; + } + + @Override + public void deleteBuffer(int bufferId) { + synchronized (mUnboundTextures) { + mDeleteBuffers.add(bufferId); + } + } + + @Override + public void deleteRecycledResources() { + synchronized (mUnboundTextures) { + IntArray ids = mUnboundTextures; + if (mUnboundTextures.size() > 0) { + mGLId.glDeleteTextures(null, ids.size(), ids.getInternalArray(), 0); + ids.clear(); + } + + ids = mDeleteBuffers; + if (ids.size() > 0) { + mGLId.glDeleteBuffers(null, ids.size(), ids.getInternalArray(), 0); + ids.clear(); + } + } + } + + @Override + public void dumpStatisticsAndClear() { + String line = String.format("MESH:%d, TEX_RECT:%d, FILL_RECT:%d, LINE:%d", mCountDrawMesh, + mCountTextureRect, mCountFillRect, mCountDrawLine); + mCountDrawMesh = 0; + mCountTextureRect = 0; + mCountFillRect = 0; + mCountDrawLine = 0; + Log.d(TAG, line); + } + + @Override + public void endRenderTarget() { + RawTexture oldTexture = mTargetTextures.remove(mTargetTextures.size() - 1); + RawTexture texture = getTargetTexture(); + setRenderTarget(oldTexture, texture); + restore(); // restore matrix and alpha + } + + @Override + public void beginRenderTarget(RawTexture texture) { + save(); // save matrix and alpha and blending + RawTexture oldTexture = getTargetTexture(); + mTargetTextures.add(texture); + setRenderTarget(oldTexture, texture); + } + + private RawTexture getTargetTexture() { + return mTargetTextures.get(mTargetTextures.size() - 1); + } + + private void setRenderTarget(BasicTexture oldTexture, RawTexture texture) { + if (oldTexture == null && texture != null) { + GLES20.glGenFramebuffers(1, mFrameBuffer, 0); + checkError(); + GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffer[0]); + checkError(); + } else if (oldTexture != null && texture == null) { + GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); + checkError(); + GLES20.glDeleteFramebuffers(1, mFrameBuffer, 0); + checkError(); + } + + if (texture == null) { + setSize(mScreenWidth, mScreenHeight); + } else { + setSize(texture.getWidth(), texture.getHeight()); + + if (!texture.isLoaded()) { + texture.prepare(this); + } + + GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, + texture.getTarget(), texture.getId(), 0); + checkError(); + + checkFramebufferStatus(); + } + } + + private static void checkFramebufferStatus() { + int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER); + if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) { + String msg = ""; + switch (status) { + case GLES20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: + msg = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; + break; + case GLES20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: + msg = "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; + break; + case GLES20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: + msg = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; + break; + case GLES20.GL_FRAMEBUFFER_UNSUPPORTED: + msg = "GL_FRAMEBUFFER_UNSUPPORTED"; + break; + } + throw new RuntimeException(msg + ":" + Integer.toHexString(status)); + } + } + + @Override + public void setTextureParameters(BasicTexture texture) { + int target = texture.getTarget(); + GLES20.glBindTexture(target, texture.getId()); + checkError(); + GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); + GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); + GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); + GLES20.glTexParameterf(target, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); + } + + @Override + public void initializeTextureSize(BasicTexture texture, int format, int type) { + int target = texture.getTarget(); + GLES20.glBindTexture(target, texture.getId()); + checkError(); + int width = texture.getTextureWidth(); + int height = texture.getTextureHeight(); + GLES20.glTexImage2D(target, 0, format, width, height, 0, format, type, null); + } + + @Override + public void initializeTexture(BasicTexture texture, Bitmap bitmap) { + int target = texture.getTarget(); + GLES20.glBindTexture(target, texture.getId()); + checkError(); + GLUtils.texImage2D(target, 0, bitmap, 0); + } + + @Override + public void texSubImage2D(BasicTexture texture, int xOffset, int yOffset, Bitmap bitmap, + int format, int type) { + int target = texture.getTarget(); + GLES20.glBindTexture(target, texture.getId()); + checkError(); + GLUtils.texSubImage2D(target, 0, xOffset, yOffset, bitmap, format, type); + } + + @Override + public int uploadBuffer(FloatBuffer buf) { + return uploadBuffer(buf, FLOAT_SIZE); + } + + @Override + public int uploadBuffer(ByteBuffer buf) { + return uploadBuffer(buf, 1); + } + + private int uploadBuffer(Buffer buffer, int elementSize) { + mGLId.glGenBuffers(1, mTempIntArray, 0); + checkError(); + int bufferId = mTempIntArray[0]; + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferId); + checkError(); + GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, buffer.capacity() * elementSize, buffer, + GLES20.GL_STATIC_DRAW); + checkError(); + return bufferId; + } + + public static void checkError() { + int error = GLES20.glGetError(); + if (error != 0) { + Throwable t = new Throwable(); + Log.e(TAG, "GL error: " + error, t); + } + } + + @SuppressWarnings("unused") + private static void printMatrix(String message, float[] m, int offset) { + StringBuilder b = new StringBuilder(message); + for (int i = 0; i < MATRIX_SIZE; i++) { + b.append(' '); + if (i % 4 == 0) { + b.append('\n'); + } + b.append(m[offset + i]); + } + Log.v(TAG, b.toString()); + } + + @Override + public void recoverFromLightCycle() { + GLES20.glViewport(0, 0, mWidth, mHeight); + GLES20.glDisable(GLES20.GL_DEPTH_TEST); + GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); + checkError(); + } + + @Override + public void getBounds(Rect bounds, int x, int y, int width, int height) { + Matrix.translateM(mTempMatrix, 0, mMatrices, mCurrentMatrixIndex, x, y, 0f); + Matrix.scaleM(mTempMatrix, 0, width, height, 1f); + Matrix.multiplyMV(mTempMatrix, MATRIX_SIZE, mTempMatrix, 0, BOUNDS_COORDINATES, 0); + Matrix.multiplyMV(mTempMatrix, MATRIX_SIZE + 4, mTempMatrix, 0, BOUNDS_COORDINATES, 4); + bounds.left = Math.round(mTempMatrix[MATRIX_SIZE]); + bounds.right = Math.round(mTempMatrix[MATRIX_SIZE + 4]); + bounds.top = Math.round(mTempMatrix[MATRIX_SIZE + 1]); + bounds.bottom = Math.round(mTempMatrix[MATRIX_SIZE + 5]); + bounds.sort(); + } + + @Override + public GLId getGLId() { + return mGLId; + } +} |