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#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;
}
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