diff options
Diffstat (limited to 'libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/TextureRender.java')
-rw-r--r-- | libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/TextureRender.java | 219 |
1 files changed, 219 insertions, 0 deletions
diff --git a/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/TextureRender.java b/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/TextureRender.java new file mode 100644 index 000000000..571427d30 --- /dev/null +++ b/libs/android-transcoder/src/main/java/net/ypresto/androidtranscoder/engine/TextureRender.java @@ -0,0 +1,219 @@ +/* + * Copyright (C) 2013 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. + */ +// from: https://android.googlesource.com/platform/cts/+/lollipop-release/tests/tests/media/src/android/media/cts/TextureRender.java +// blob: 4125dcfcfed6ed7fddba5b71d657dec0d433da6a +// modified: removed unused method bodies +// modified: use GL_LINEAR for GL_TEXTURE_MIN_FILTER to improve quality. +package net.ypresto.androidtranscoder.engine; +import android.graphics.SurfaceTexture; +import android.opengl.GLES11Ext; +import android.opengl.GLES20; +import android.opengl.Matrix; +import android.util.Log; + +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +/** + * Code for rendering a texture onto a surface using OpenGL ES 2.0. + */ +class TextureRender { + private static final String TAG = "TextureRender"; + private static final int FLOAT_SIZE_BYTES = 4; + private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; + private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; + private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; + private final float[] mTriangleVerticesData = { + // X, Y, Z, U, V + -1.0f, -1.0f, 0, 0.f, 0.f, + 1.0f, -1.0f, 0, 1.f, 0.f, + -1.0f, 1.0f, 0, 0.f, 1.f, + 1.0f, 1.0f, 0, 1.f, 1.f, + }; + private FloatBuffer mTriangleVertices; + private static final String VERTEX_SHADER = + "uniform mat4 uMVPMatrix;\n" + + "uniform mat4 uSTMatrix;\n" + + "attribute vec4 aPosition;\n" + + "attribute vec4 aTextureCoord;\n" + + "varying vec2 vTextureCoord;\n" + + "void main() {\n" + + " gl_Position = uMVPMatrix * aPosition;\n" + + " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" + + "}\n"; + private static final String FRAGMENT_SHADER = + "#extension GL_OES_EGL_image_external : require\n" + + "precision mediump float;\n" + // highp here doesn't seem to matter + "varying vec2 vTextureCoord;\n" + + "uniform samplerExternalOES sTexture;\n" + + "void main() {\n" + + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + + "}\n"; + private float[] mMVPMatrix = new float[16]; + private float[] mSTMatrix = new float[16]; + private int mProgram; + private int mTextureID = -12345; + private int muMVPMatrixHandle; + private int muSTMatrixHandle; + private int maPositionHandle; + private int maTextureHandle; + public TextureRender() { + mTriangleVertices = ByteBuffer.allocateDirect( + mTriangleVerticesData.length * FLOAT_SIZE_BYTES) + .order(ByteOrder.nativeOrder()).asFloatBuffer(); + mTriangleVertices.put(mTriangleVerticesData).position(0); + Matrix.setIdentityM(mSTMatrix, 0); + } + public int getTextureId() { + return mTextureID; + } + public void drawFrame(SurfaceTexture st) { + checkGlError("onDrawFrame start"); + st.getTransformMatrix(mSTMatrix); + GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f); + GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); + GLES20.glUseProgram(mProgram); + checkGlError("glUseProgram"); + GLES20.glActiveTexture(GLES20.GL_TEXTURE0); + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID); + mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); + GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, + TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); + checkGlError("glVertexAttribPointer maPosition"); + GLES20.glEnableVertexAttribArray(maPositionHandle); + checkGlError("glEnableVertexAttribArray maPositionHandle"); + mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); + GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, + TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); + checkGlError("glVertexAttribPointer maTextureHandle"); + GLES20.glEnableVertexAttribArray(maTextureHandle); + checkGlError("glEnableVertexAttribArray maTextureHandle"); + Matrix.setIdentityM(mMVPMatrix, 0); + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0); + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + checkGlError("glDrawArrays"); + GLES20.glFinish(); + } + /** + * Initializes GL state. Call this after the EGL surface has been created and made current. + */ + public void surfaceCreated() { + mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER); + if (mProgram == 0) { + throw new RuntimeException("failed creating program"); + } + maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); + checkGlError("glGetAttribLocation aPosition"); + if (maPositionHandle == -1) { + throw new RuntimeException("Could not get attrib location for aPosition"); + } + maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); + checkGlError("glGetAttribLocation aTextureCoord"); + if (maTextureHandle == -1) { + throw new RuntimeException("Could not get attrib location for aTextureCoord"); + } + muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); + checkGlError("glGetUniformLocation uMVPMatrix"); + if (muMVPMatrixHandle == -1) { + throw new RuntimeException("Could not get attrib location for uMVPMatrix"); + } + muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix"); + checkGlError("glGetUniformLocation uSTMatrix"); + if (muSTMatrixHandle == -1) { + throw new RuntimeException("Could not get attrib location for uSTMatrix"); + } + int[] textures = new int[1]; + GLES20.glGenTextures(1, textures, 0); + mTextureID = textures[0]; + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID); + checkGlError("glBindTexture mTextureID"); + GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, + GLES20.GL_LINEAR); + 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); + checkGlError("glTexParameter"); + } + /** + * Replaces the fragment shader. + */ + public void changeFragmentShader(String fragmentShader) { + throw new UnsupportedOperationException("Not implemented"); + } + private int loadShader(int shaderType, String source) { + int shader = GLES20.glCreateShader(shaderType); + checkGlError("glCreateShader type=" + shaderType); + GLES20.glShaderSource(shader, source); + GLES20.glCompileShader(shader); + int[] compiled = new int[1]; + GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); + if (compiled[0] == 0) { + Log.e(TAG, "Could not compile shader " + shaderType + ":"); + Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader)); + GLES20.glDeleteShader(shader); + shader = 0; + } + return shader; + } + private int createProgram(String vertexSource, String fragmentSource) { + int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); + if (vertexShader == 0) { + return 0; + } + int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); + if (pixelShader == 0) { + return 0; + } + int program = GLES20.glCreateProgram(); + checkGlError("glCreateProgram"); + if (program == 0) { + Log.e(TAG, "Could not create program"); + } + GLES20.glAttachShader(program, vertexShader); + checkGlError("glAttachShader"); + GLES20.glAttachShader(program, pixelShader); + checkGlError("glAttachShader"); + GLES20.glLinkProgram(program); + int[] linkStatus = new int[1]; + GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); + if (linkStatus[0] != GLES20.GL_TRUE) { + Log.e(TAG, "Could not link program: "); + Log.e(TAG, GLES20.glGetProgramInfoLog(program)); + GLES20.glDeleteProgram(program); + program = 0; + } + return program; + } + public void checkGlError(String op) { + int error; + while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { + Log.e(TAG, op + ": glError " + error); + throw new RuntimeException(op + ": glError " + error); + } + } + /** + * Saves the current frame to disk as a PNG image. Frame starts from (0,0). + * <p> + * Useful for debugging. + */ + public static void saveFrame(String filename, int width, int height) { + throw new UnsupportedOperationException("Not implemented."); + } +} |