From bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9 Mon Sep 17 00:00:00 2001 From: Jason Sams Date: Wed, 25 Nov 2009 13:22:07 -0800 Subject: Begin gl2 support. Renderscript still uses GL1.1 by default. However, 2.0 can be enabled and will render most tests correctly. --- libs/rs/rsProgramVertex.cpp | 87 ++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 86 insertions(+), 1 deletion(-) (limited to 'libs/rs/rsProgramVertex.cpp') diff --git a/libs/rs/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp index 68f589f..1776b02b 100644 --- a/libs/rs/rsProgramVertex.cpp +++ b/libs/rs/rsProgramVertex.cpp @@ -19,6 +19,8 @@ #include #include +#include +#include using namespace android; using namespace android::renderscript; @@ -92,6 +94,68 @@ void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state) mDirty = false; } +void ProgramVertex::loadShader() { + Program::loadShader(GL_VERTEX_SHADER); +} + +void ProgramVertex::createShader() +{ + mShader.setTo(""); + + for (uint32_t ct=0; ct < mAttribCount; ct++) { + mShader.append("attribute vec4 "); + mShader.append(mAttribNames[ct]); + mShader.append(";\n"); + } + + for (uint32_t ct=0; ct < mUniformCount; ct++) { + mShader.append("uniform mat4 "); + mShader.append(mUniformNames[ct]); + mShader.append(";\n"); + } + + mShader.append("varying vec4 varColor;\n"); + mShader.append("varying vec4 varTex0;\n"); + + mShader.append("void main() {\n"); + mShader.append(" gl_Position = uni_MVP * attrib_Position;\n"); + mShader.append(" varColor = attrib_Color;\n"); + if (mTextureMatrixEnable) { + mShader.append(" varTex0 = uni_TexMatrix * attrib_T0;\n"); + } else { + mShader.append(" varTex0 = attrib_T0;\n"); + } + //mShader.append(" pos.x = pos.x / 480.0;\n"); + //mShader.append(" pos.y = pos.y / 800.0;\n"); + //mShader.append(" gl_Position = pos;\n"); + mShader.append("}\n"); +} + +void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc) +{ + //LOGE("sgl2 vtx1 %x", glGetError()); + if ((state->mLast.get() == this) && !mDirty) { + //return; + } + + const float *f = static_cast(mConstants->getPtr()); + + Matrix mvp; + mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); + Matrix t; + t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); + mvp.multiply(&t); + + glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m); + if (mTextureMatrixEnable) { + glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE, + &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]); + } + + state->mLast.set(this); + //LOGE("sgl2 vtx2 %x", glGetError()); +} + void ProgramVertex::addLight(const Light *l) { if (mLightCount < MAX_LIGHTS) { @@ -130,6 +194,26 @@ void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const fl mvp.vectorMultiply(v4out, v3in); } +void ProgramVertex::init(Context *rsc) +{ + mAttribCount = 6; + mAttribNames[VertexArray::POSITION].setTo("attrib_Position"); + mAttribNames[VertexArray::COLOR].setTo("attrib_Color"); + mAttribNames[VertexArray::NORMAL].setTo("attrib_Normal"); + mAttribNames[VertexArray::POINT_SIZE].setTo("attrib_PointSize"); + mAttribNames[VertexArray::TEXTURE_0].setTo("attrib_T0"); + mAttribNames[VertexArray::TEXTURE_1].setTo("attrib_T1"); + + mUniformCount = 2; + mUniformNames[0].setTo("uni_MVP"); + mUniformNames[1].setTo("uni_TexMatrix"); + + createShader(); +} + + +/////////////////////////////////////////////////////////////////////// + ProgramVertexState::ProgramVertexState() { mPV = NULL; @@ -154,7 +238,7 @@ void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h) Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get()); mDefaultAlloc.set(alloc); mDefault.set(pv); - + pv->init(rsc); pv->bindAllocation(alloc); updateSize(rsc, w, h); @@ -194,6 +278,7 @@ RsProgramVertex rsi_ProgramVertexCreate(Context *rsc) { ProgramVertex *pv = rsc->mStateVertex.mPV; pv->incUserRef(); + pv->init(rsc); rsc->mStateVertex.mPV = 0; return pv; } -- cgit v1.1