| /* |
| * Copyright 2018 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 androidx.heifwriter; |
| |
| import androidx.annotation.IntDef; |
| import android.opengl.GLES11Ext; |
| import android.opengl.GLES20; |
| import android.opengl.Matrix; |
| import android.util.Log; |
| import java.lang.annotation.Retention; |
| import java.lang.annotation.RetentionPolicy; |
| import java.nio.FloatBuffer; |
| |
| /** |
| * GL program and supporting functions for textured 2D shapes. |
| * |
| * (Contains mostly code borrowed from Grafika) |
| * |
| * @hide |
| */ |
| public class Texture2dProgram { |
| private static final String TAG = "Texture2dProgram"; |
| |
| /** Identity matrix for general use. Don't modify or life will get weird. */ |
| public static final float[] IDENTITY_MATRIX; |
| |
| /** |
| * Following matrix is for texturing from bitmap. We set up the frame rects |
| * to work with SurfaceTexture's texcoords and texmatrix, but then the bitmap |
| * texturing must flip it vertically. (Don't modify or life gets weird too.) |
| */ |
| public static final float[] V_FLIP_MATRIX; |
| |
| static { |
| IDENTITY_MATRIX = new float[16]; |
| Matrix.setIdentityM(IDENTITY_MATRIX, 0); |
| |
| V_FLIP_MATRIX = new float[16]; |
| Matrix.setIdentityM(V_FLIP_MATRIX, 0); |
| Matrix.translateM(V_FLIP_MATRIX, 0, 0.0f, 1.0f, 0.0f); |
| Matrix.scaleM(V_FLIP_MATRIX, 0, 1.0f, -1.0f, 1.0f); |
| } |
| |
| public static final int TEXTURE_2D = 0; |
| public static final int TEXTURE_EXT = 1; |
| |
| /** @hide */ |
| @IntDef({ |
| TEXTURE_2D, |
| TEXTURE_EXT, |
| }) |
| @Retention(RetentionPolicy.SOURCE) |
| public @interface ProgramType {} |
| |
| // 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"; |
| |
| private @ProgramType int mProgramType; |
| |
| // Handles to the GL program and various components of it. |
| private int mProgramHandle; |
| private int muMVPMatrixLoc; |
| private int muTexMatrixLoc; |
| private int maPositionLoc; |
| private int maTextureCoordLoc; |
| private int mTextureTarget; |
| |
| /** |
| * Prepares the program in the current EGL context. |
| */ |
| public Texture2dProgram(@ProgramType int programType) { |
| mProgramType = programType; |
| |
| switch (programType) { |
| case TEXTURE_2D: |
| mTextureTarget = GLES20.GL_TEXTURE_2D; |
| mProgramHandle = createProgram(VERTEX_SHADER, FRAGMENT_SHADER_2D); |
| break; |
| case TEXTURE_EXT: |
| mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; |
| mProgramHandle = createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT); |
| 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"); |
| checkLocation(maPositionLoc, "aPosition"); |
| maTextureCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "aTextureCoord"); |
| checkLocation(maTextureCoordLoc, "aTextureCoord"); |
| muMVPMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uMVPMatrix"); |
| checkLocation(muMVPMatrixLoc, "uMVPMatrix"); |
| muTexMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexMatrix"); |
| checkLocation(muTexMatrixLoc, "uTexMatrix"); |
| } |
| |
| /** |
| * 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 int 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); |
| checkGlError("glGenTextures"); |
| |
| int texId = textures[0]; |
| GLES20.glBindTexture(mTextureTarget, texId); |
| checkGlError("glBindTexture " + texId); |
| |
| GLES20.glTexParameterf(mTextureTarget, GLES20.GL_TEXTURE_MIN_FILTER, |
| GLES20.GL_NEAREST); |
| GLES20.glTexParameterf(mTextureTarget, GLES20.GL_TEXTURE_MAG_FILTER, |
| (mTextureTarget == GLES20.GL_TEXTURE_2D) ? GLES20.GL_NEAREST : GLES20.GL_LINEAR); |
| GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_S, |
| GLES20.GL_CLAMP_TO_EDGE); |
| GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_T, |
| GLES20.GL_CLAMP_TO_EDGE); |
| checkGlError("glTexParameter"); |
| |
| return texId; |
| } |
| |
| /** |
| * 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) { |
| checkGlError("draw start"); |
| |
| // Select the program. |
| GLES20.glUseProgram(mProgramHandle); |
| 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); |
| checkGlError("glUniformMatrix4fv"); |
| |
| // Copy the texture transformation matrix over. |
| GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); |
| checkGlError("glUniformMatrix4fv"); |
| |
| // Enable the "aPosition" vertex attribute. |
| GLES20.glEnableVertexAttribArray(maPositionLoc); |
| checkGlError("glEnableVertexAttribArray"); |
| |
| // Connect vertexBuffer to "aPosition". |
| GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, |
| GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); |
| checkGlError("glVertexAttribPointer"); |
| |
| // Enable the "aTextureCoord" vertex attribute. |
| GLES20.glEnableVertexAttribArray(maTextureCoordLoc); |
| checkGlError("glEnableVertexAttribArray"); |
| |
| // Connect texBuffer to "aTextureCoord". |
| GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, |
| GLES20.GL_FLOAT, false, texStride, texBuffer); |
| checkGlError("glVertexAttribPointer"); |
| |
| // Draw the rect. |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount); |
| checkGlError("glDrawArrays"); |
| |
| // Done -- disable vertex array, texture, and program. |
| GLES20.glDisableVertexAttribArray(maPositionLoc); |
| GLES20.glDisableVertexAttribArray(maTextureCoordLoc); |
| GLES20.glBindTexture(mTextureTarget, 0); |
| GLES20.glUseProgram(0); |
| } |
| |
| /** |
| * Creates a new program from the supplied vertex and fragment shaders. |
| * |
| * @return A handle to the program, or 0 on failure. |
| */ |
| public static 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; |
| } |
| |
| /** |
| * Compiles the provided shader source. |
| * |
| * @return A handle to the shader, or 0 on failure. |
| */ |
| public static 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; |
| } |
| |
| /** |
| * Checks to see if the location we obtained is valid. GLES returns -1 if a label |
| * could not be found, but does not set the GL error. |
| * <p> |
| * Throws a RuntimeException if the location is invalid. |
| */ |
| public static void checkLocation(int location, String label) { |
| if (location < 0) { |
| throw new RuntimeException("Unable to locate '" + label + "' in program"); |
| } |
| } |
| |
| /** |
| * Checks to see if a GLES error has been raised. |
| */ |
| public static void checkGlError(String op) { |
| int error = GLES20.glGetError(); |
| if (error != GLES20.GL_NO_ERROR) { |
| String msg = op + ": glError 0x" + Integer.toHexString(error); |
| Log.e(TAG, msg); |
| throw new RuntimeException(msg); |
| } |
| } |
| } |