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#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;
};
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