/* * Copyright 2014 Google Inc. All rights reserved. * * 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.takusemba.rtmppublisher.gles; import android.opengl.GLES11Ext; import android.opengl.GLES20; import android.util.Log; import java.nio.FloatBuffer; /** * GL program and supporting functions for textured 2D shapes. */ public class Texture2dProgram { private static final String TAG = GlUtil.TAG; public enum ProgramType { TEXTURE_2D, TEXTURE_EXT, TEXTURE_EXT_BW, TEXTURE_EXT_FILT } // Simple vertex shader, used for all programs. private static final String VERTEX_SHADER = "uniform mat4 uMVPMatrix;\n" + "uniform mat4 uTexMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = (uTexMatrix * aTextureCoord).xy;\n" + "}\n"; // Simple fragment shader for use with "normal" 2D textures. private static final String FRAGMENT_SHADER_2D = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform sampler2D sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + "}\n"; // Simple fragment shader for use with external 2D textures (e.g. what we get from // SurfaceTexture). private static final String FRAGMENT_SHADER_EXT = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + "}\n"; // Fragment shader that converts color to black & white with a simple transformation. private static final String FRAGMENT_SHADER_EXT_BW = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "void main() {\n" + " vec4 tc = texture2D(sTexture, vTextureCoord);\n" + " float color = tc.r * 0.3 + tc.g * 0.59 + tc.b * 0.11;\n" + " gl_FragColor = vec4(color, color, color, 1.0);\n" + "}\n"; // Fragment shader with a convolution filter. The upper-left half will be drawn normally, // the lower-right half will have the filter applied, and a thin red line will be drawn // at the border. // // This is not optimized for performance. Some things that might make this faster: // - Remove the conditionals. They're used to present a half & half view with a red // stripe across the middle, but that's only useful for a demo. // - Unroll the loop. Ideally the compiler does this for you when it's beneficial. // - Bake the filter kernel into the shader, instead of passing it through a uniform // array. That, combined with loop unrolling, should reduce memory accesses. public static final int KERNEL_SIZE = 9; private static final String FRAGMENT_SHADER_EXT_FILT = "#extension GL_OES_EGL_image_external : require\n" + "#define KERNEL_SIZE " + KERNEL_SIZE + "\n" + "precision highp float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "uniform float uKernel[KERNEL_SIZE];\n" + "uniform vec2 uTexOffset[KERNEL_SIZE];\n" + "uniform float uColorAdjust;\n" + "void main() {\n" + " int i = 0;\n" + " vec4 sum = vec4(0.0);\n" + " if (vTextureCoord.x < vTextureCoord.y - 0.005) {\n" + " for (i = 0; i < KERNEL_SIZE; i++) {\n" + " vec4 texc = texture2D(sTexture, vTextureCoord + uTexOffset[i]);\n" + " sum += texc * uKernel[i];\n" + " }\n" + " sum += uColorAdjust;\n" + " } else if (vTextureCoord.x > vTextureCoord.y + 0.005) {\n" + " sum = texture2D(sTexture, vTextureCoord);\n" + " } else {\n" + " sum.r = 1.0;\n" + " }\n" + " gl_FragColor = sum;\n" + "}\n"; private ProgramType mProgramType; // Handles to the GL program and various components of it. private int mProgramHandle; private int muMVPMatrixLoc; private int muTexMatrixLoc; private int muKernelLoc; private int muTexOffsetLoc; private int muColorAdjustLoc; private int maPositionLoc; private int maTextureCoordLoc; private int mTextureTarget; private float[] mKernel = new float[KERNEL_SIZE]; private float[] mTexOffset; private float mColorAdjust; /** * Prepares the program in the current EGL context. */ public Texture2dProgram(ProgramType programType) { mProgramType = programType; switch (programType) { case TEXTURE_2D: mTextureTarget = GLES20.GL_TEXTURE_2D; mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_2D); break; case TEXTURE_EXT: mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT); break; case TEXTURE_EXT_BW: mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_BW); break; case TEXTURE_EXT_FILT: mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_FILT); break; default: throw new RuntimeException("Unhandled type " + programType); } if (mProgramHandle == 0) { throw new RuntimeException("Unable to create program"); } Log.d(TAG, "Created program " + mProgramHandle + " (" + programType + ")"); // get locations of attributes and uniforms maPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "aPosition"); GlUtil.checkLocation(maPositionLoc, "aPosition"); maTextureCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "aTextureCoord"); GlUtil.checkLocation(maTextureCoordLoc, "aTextureCoord"); muMVPMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uMVPMatrix"); GlUtil.checkLocation(muMVPMatrixLoc, "uMVPMatrix"); muTexMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexMatrix"); GlUtil.checkLocation(muTexMatrixLoc, "uTexMatrix"); muKernelLoc = GLES20.glGetUniformLocation(mProgramHandle, "uKernel"); if (muKernelLoc < 0) { // no kernel in this one muKernelLoc = -1; muTexOffsetLoc = -1; muColorAdjustLoc = -1; } else { // has kernel, must also have tex offset and color adj muTexOffsetLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexOffset"); GlUtil.checkLocation(muTexOffsetLoc, "uTexOffset"); muColorAdjustLoc = GLES20.glGetUniformLocation(mProgramHandle, "uColorAdjust"); GlUtil.checkLocation(muColorAdjustLoc, "uColorAdjust"); // initialize default values setKernel(new float[] {0f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 0f}, 0f); setTexSize(256, 256); } } /** * Releases the program. * <p> * The appropriate EGL context must be current (i.e. the one that was used to create * the program). */ public void release() { Log.d(TAG, "deleting program " + mProgramHandle); GLES20.glDeleteProgram(mProgramHandle); mProgramHandle = -1; } /** * Returns the program type. */ public ProgramType getProgramType() { return mProgramType; } /** * Creates a texture object suitable for use with this program. * <p> * On exit, the texture will be bound. */ public int createTextureObject() { int[] textures = new int[1]; GLES20.glGenTextures(1, textures, 0); GlUtil.checkGlError("glGenTextures"); int texId = textures[0]; GLES20.glBindTexture(mTextureTarget, texId); GlUtil.checkGlError("glBindTexture " + texId); GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); GlUtil.checkGlError("glTexParameter"); return texId; } /** * Configures the convolution filter values. * * @param values Normalized filter values; must be KERNEL_SIZE elements. */ public void setKernel(float[] values, float colorAdj) { if (values.length != KERNEL_SIZE) { throw new IllegalArgumentException("Kernel size is " + values.length + " vs. " + KERNEL_SIZE); } System.arraycopy(values, 0, mKernel, 0, KERNEL_SIZE); mColorAdjust = colorAdj; //Log.d(TAG, "filt kernel: " + Arrays.toString(mKernel) + ", adj=" + colorAdj); } /** * Sets the size of the texture. This is used to find adjacent texels when filtering. */ public void setTexSize(int width, int height) { float rw = 1.0f / width; float rh = 1.0f / height; // Don't need to create a new array here, but it's syntactically convenient. mTexOffset = new float[] { -rw, -rh, 0f, -rh, rw, -rh, -rw, 0f, 0f, 0f, rw, 0f, -rw, rh, 0f, rh, rw, rh }; //Log.d(TAG, "filt size: " + width + "x" + height + ": " + Arrays.toString(mTexOffset)); } /** * Issues the draw call. Does the full setup on every call. * * @param mvpMatrix The 4x4 projection matrix. * @param vertexBuffer Buffer with vertex position data. * @param firstVertex Index of first vertex to use in vertexBuffer. * @param vertexCount Number of vertices in vertexBuffer. * @param coordsPerVertex The number of coordinates per vertex (e.g. x,y is 2). * @param vertexStride Width, in bytes, of the position data for each vertex (often * vertexCount * sizeof(float)). * @param texMatrix A 4x4 transformation matrix for texture coords. (Primarily intended * for use with SurfaceTexture.) * @param texBuffer Buffer with vertex texture data. * @param texStride Width, in bytes, of the texture data for each vertex. */ public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex, int vertexCount, int coordsPerVertex, int vertexStride, float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) { GlUtil.checkGlError("draw start"); // Select the program. GLES20.glUseProgram(mProgramHandle); GlUtil.checkGlError("glUseProgram"); // Set the texture. GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(mTextureTarget, textureId); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Enable the "aPosition" vertex attribute. GLES20.glEnableVertexAttribArray(maPositionLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect vertexBuffer to "aPosition". GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(maTextureCoordLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, GLES20.GL_FLOAT, false, texStride, texBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Populate the convolution kernel, if present. if (muKernelLoc >= 0) { GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0); GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0); GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust); } // Draw the rect. GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount); GlUtil.checkGlError("glDrawArrays"); // Done -- disable vertex array, texture, and program. GLES20.glDisableVertexAttribArray(maPositionLoc); GLES20.glDisableVertexAttribArray(maTextureCoordLoc); GLES20.glBindTexture(mTextureTarget, 0); GLES20.glUseProgram(0); } }