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/*
* Copyright 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.
*/
#include "TextureRenderer.h"
#include "GLTest.h"
#include <gui/GLConsumer.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <gtest/gtest.h>
namespace android {
TextureRenderer::TextureRenderer(GLuint texName,
const sp<GLConsumer>& st) : mTexName(texName), mST(st) {
}
void TextureRenderer::SetUp() {
const char vsrc[] =
"attribute vec4 vPosition;\n"
"varying vec2 texCoords;\n"
"uniform mat4 texMatrix;\n"
"void main() {\n"
" vec2 vTexCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n"
" texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
" gl_Position = vPosition;\n"
"}\n";
const char fsrc[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"uniform samplerExternalOES texSampler;\n"
"varying vec2 texCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texSampler, texCoords);\n"
"}\n";
{
SCOPED_TRACE("creating shader program");
ASSERT_NO_FATAL_FAILURE(GLTest::createProgram(vsrc, fsrc, &mPgm));
}
mPositionHandle = glGetAttribLocation(mPgm, "vPosition");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mPositionHandle);
mTexSamplerHandle = glGetUniformLocation(mPgm, "texSampler");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mTexSamplerHandle);
mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
ASSERT_NE(-1, mTexMatrixHandle);
}
// drawTexture draws the GLConsumer over the entire GL viewport.
void TextureRenderer::drawTexture() {
static const GLfloat triangleVertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
glVertexAttribPointer(mPositionHandle, 2, GL_FLOAT, GL_FALSE, 0,
triangleVertices);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glEnableVertexAttribArray(mPositionHandle);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glUseProgram(mPgm);
glUniform1i(mTexSamplerHandle, 0);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexName);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
// XXX: These calls are not needed for GL_TEXTURE_EXTERNAL_OES as
// they're setting the defautls for that target, but when hacking
// things to use GL_TEXTURE_2D they are needed to achieve the same
// behavior.
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
GLfloat texMatrix[16];
mST->getTransformMatrix(texMatrix);
glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
} // namespace android
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