summaryrefslogtreecommitdiffstats
path: root/jni/feature_mos
diff options
context:
space:
mode:
Diffstat (limited to 'jni/feature_mos')
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/FrameBuffer.cpp99
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/FrameBuffer.h31
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp378
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/WarpRenderer.h80
4 files changed, 588 insertions, 0 deletions
diff --git a/jni/feature_mos/src/mosaic_renderer/FrameBuffer.cpp b/jni/feature_mos/src/mosaic_renderer/FrameBuffer.cpp
new file mode 100755
index 0000000..9a07e49
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/FrameBuffer.cpp
@@ -0,0 +1,99 @@
+#include "FrameBuffer.h"
+
+FrameBuffer::FrameBuffer()
+{
+ Reset();
+}
+
+FrameBuffer::~FrameBuffer() {
+}
+
+void FrameBuffer::Reset() {
+ mFrameBufferName = -1;
+ mTextureName = -1;
+ mWidth = 0;
+ mHeight = 0;
+ mFormat = -1;
+}
+
+bool FrameBuffer::InitializeGLContext() {
+ Reset();
+ return CreateBuffers();
+}
+
+bool FrameBuffer::Init(int width, int height, GLenum format) {
+ if (mFrameBufferName == (GLuint)-1) {
+ if (!CreateBuffers()) {
+ return false;
+ }
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferName);
+ glBindTexture(GL_TEXTURE_2D, mTextureName);
+
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ format,
+ width,
+ height,
+ 0,
+ format,
+ GL_UNSIGNED_BYTE,
+ NULL);
+ if (!checkGlError("bind/teximage")) {
+ return false;
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // This is necessary to work with user-generated frame buffers with
+ // dimensions that are NOT powers of 2.
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // Attach texture to frame buffer.
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ mTextureName,
+ 0);
+
+ if (!checkGlError("texture setup")) {
+ return false;
+ }
+ mWidth = width;
+ mHeight = height;
+ mFormat = format;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ return true;
+}
+
+bool FrameBuffer::CreateBuffers() {
+ glGenFramebuffers(1, &mFrameBufferName);
+ glGenTextures(1, &mTextureName);
+ if (!checkGlError("texture generation")) {
+ return false;
+ }
+ return true;
+}
+
+GLuint FrameBuffer::GetTextureName() const {
+ return mTextureName;
+}
+
+GLuint FrameBuffer::GetFrameBufferName() const {
+ return mFrameBufferName;
+}
+
+GLenum FrameBuffer::GetFormat() const {
+ return mFormat;
+}
+
+int FrameBuffer::GetWidth() const {
+ return mWidth;
+}
+
+int FrameBuffer::GetHeight() const {
+ return mHeight;
+}
+
+
+
diff --git a/jni/feature_mos/src/mosaic_renderer/FrameBuffer.h b/jni/feature_mos/src/mosaic_renderer/FrameBuffer.h
new file mode 100755
index 0000000..b6a20ad
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/FrameBuffer.h
@@ -0,0 +1,31 @@
+#pragma once
+
+#include <EGL/egl.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+extern bool checkGlError(const char* op);
+
+class FrameBuffer {
+ public:
+ FrameBuffer();
+ virtual ~FrameBuffer();
+
+ bool InitializeGLContext();
+ bool Init(int width, int height, GLenum format);
+ GLuint GetTextureName() const;
+ GLuint GetFrameBufferName() const;
+ GLenum GetFormat() const;
+
+ int GetWidth() const;
+ int GetHeight() const;
+
+ private:
+ void Reset();
+ bool CreateBuffers();
+ GLuint mFrameBufferName;
+ GLuint mTextureName;
+ int mWidth;
+ int mHeight;
+ GLenum mFormat;
+};
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
new file mode 100755
index 0000000..9274721
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
@@ -0,0 +1,378 @@
+#include "WarpRenderer.h"
+
+#include <GLES2/gl2ext.h>
+
+#include <android/log.h>
+#define LOG_TAG "WarpRenderer"
+#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
+#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
+
+
+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";
+
+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";
+
+
+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()
+ : mGlProgram(0),
+ mInputTextureName(-1),
+ mInputTextureWidth(0),
+ mInputTextureHeight(0),
+ mSurfaceWidth(0),
+ mSurfaceHeight(0)
+ {
+ InitializeGLContext();
+}
+
+WarpRenderer::~WarpRenderer() {
+}
+
+GLuint WarpRenderer::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 WarpRenderer::createProgram(const char* pVertexSource, const char* pFragmentSource)
+{
+ GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+ if (!vertexShader)
+ {
+ return 0;
+ }
+ LOGI("VertexShader Loaded!");
+
+ GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+ if (!pixelShader)
+ {
+ return 0;
+ }
+ LOGI("FragmentShader Loaded!");
+
+ GLuint program = glCreateProgram();
+ if (program)
+ {
+ glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader");
+ glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader");
+
+ LOGI("Shaders Attached!");
+
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+
+ LOGI("Program Linked!");
+
+ 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;
+}
+
+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;
+}
+
+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;
+}
+
+// Set this renderer to use the default frame-buffer (screen) and
+// set the viewport size to be the given width and height (pixels).
+bool WarpRenderer::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 WarpRenderer::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 WarpRenderer::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;
+
+}
+
+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;
+}
+
+void WarpRenderer::InitializeGLContext()
+{
+ if(mFrameBuffer != NULL)
+ {
+ delete mFrameBuffer;
+ mFrameBuffer = NULL;
+ }
+
+ mInputTextureName = -1;
+ mGlProgram = 0;
+ mTexHandle = 0;
+}
+
+int WarpRenderer::GetTextureName()
+{
+ return mInputTextureName;
+}
+
+void WarpRenderer::SetInputTextureName(GLuint textureName)
+{
+ mInputTextureName = textureName;
+}
+
+void WarpRenderer::SetInputTextureDimensions(int width, int height)
+{
+ mInputTextureWidth = width;
+ mInputTextureHeight = height;
+}
+
+
+const char* WarpRenderer::VertexShaderSource() const
+{
+ return gVertexShader;
+}
+
+const char* WarpRenderer::FragmentShaderSource() const
+{
+ return gFragmentShader;
+}
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h
new file mode 100755
index 0000000..7986215
--- /dev/null
+++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.h
@@ -0,0 +1,80 @@
+#pragma once
+
+#include "FrameBuffer.h"
+
+#include <GLES2/gl2.h>
+
+#include <stdint.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+class WarpRenderer {
+ public:
+ WarpRenderer();
+ virtual ~WarpRenderer();
+
+ // Initialize OpenGL resources
+ // @return true if successful
+ bool InitializeGLProgram();
+
+ bool SetupGraphics(FrameBuffer* buffer);
+ bool SetupGraphics(int width, int height);
+
+ bool Clear(float r, float g, float b, float a);
+
+ void SetViewportMatrix(int w, int h, int W, int H);
+ void SetScalingMatrix(float xscale, float yscale);
+ bool DrawTexture(GLfloat *affine);
+
+ int GetTextureName();
+ void SetInputTextureName(GLuint textureName);
+ void SetInputTextureDimensions(int width, int height);
+
+ void InitializeGLContext();
+
+ protected:
+
+ GLuint loadShader(GLenum shaderType, const char* pSource);
+ GLuint createProgram(const char*, const char* );
+
+ int SurfaceWidth() const { return mSurfaceWidth; }
+ int SurfaceHeight() const { return mSurfaceHeight; }
+
+ private:
+ // Source code for shaders.
+ virtual const char* VertexShaderSource() const;
+ virtual const char* FragmentShaderSource() const;
+
+ // Redefine this to use special texture types such as
+ // GL_TEXTURE_EXTERNAL_OES.
+ virtual GLenum InputTextureType() const { return GL_TEXTURE_2D; }
+
+
+ GLuint mGlProgram;
+ GLuint mInputTextureName;
+ int mInputTextureWidth;
+ int mInputTextureHeight;
+
+ GLuint mTexHandle; // Handle to s_texture.
+ GLuint mTexCoordHandle; // Handle to a_texCoord.
+ GLuint mTriangleVerticesHandle; // Handle to vPosition.
+
+ // Attribute locations
+ GLint mPositionLoc;
+ GLint mAffinetransLoc;
+ GLint mViewporttransLoc;
+ GLint mScalingtransLoc;
+ GLint mTexCoordLoc;
+
+ GLfloat mViewportMatrix[16];
+ GLfloat mScalingMatrix[16];
+
+ // Sampler location
+ GLint mSamplerLoc;
+
+ int mSurfaceWidth; // Width of target surface.
+ int mSurfaceHeight; // Height of target surface.
+
+ FrameBuffer *mFrameBuffer;
+};
+