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Side by Side Diff: talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java

Issue 1610243002: Move talk/app/webrtc to webrtc/api (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Removed processing of api.gyp for Chromium builds Created 4 years, 10 months ago
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1 /*
2 * libjingle
3 * Copyright 2015 Google Inc.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 *
8 * 1. Redistributions of source code must retain the above copyright notice,
9 * this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright notice,
11 * this list of conditions and the following disclaimer in the documentation
12 * and/or other materials provided with the distribution.
13 * 3. The name of the author may not be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
17 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
18 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
19 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
20 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
21 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
22 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
23 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
24 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
25 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28 package org.webrtc;
29
30 import android.opengl.GLES11Ext;
31 import android.opengl.GLES20;
32
33 import org.webrtc.GlShader;
34 import org.webrtc.GlUtil;
35
36 import java.nio.ByteBuffer;
37 import java.nio.FloatBuffer;
38 import java.util.Arrays;
39 import java.util.IdentityHashMap;
40 import java.util.Map;
41
42 /**
43 * Helper class to draw an opaque quad on the target viewport location. Rotation , mirror, and
44 * cropping is specified using a 4x4 texture coordinate transform matrix. The fr ame input can either
45 * be an OES texture or YUV textures in I420 format. The GL state must be preser ved between draw
46 * calls, this is intentional to maximize performance. The function release() mu st be called
47 * manually to free the resources held by this object.
48 */
49 public class GlRectDrawer implements RendererCommon.GlDrawer {
50 // Simple vertex shader, used for both YUV and OES.
51 private static final String VERTEX_SHADER_STRING =
52 "varying vec2 interp_tc;\n"
53 + "attribute vec4 in_pos;\n"
54 + "attribute vec4 in_tc;\n"
55 + "\n"
56 + "uniform mat4 texMatrix;\n"
57 + "\n"
58 + "void main() {\n"
59 + " gl_Position = in_pos;\n"
60 + " interp_tc = (texMatrix * in_tc).xy;\n"
61 + "}\n";
62
63 private static final String YUV_FRAGMENT_SHADER_STRING =
64 "precision mediump float;\n"
65 + "varying vec2 interp_tc;\n"
66 + "\n"
67 + "uniform sampler2D y_tex;\n"
68 + "uniform sampler2D u_tex;\n"
69 + "uniform sampler2D v_tex;\n"
70 + "\n"
71 + "void main() {\n"
72 // CSC according to http://www.fourcc.org/fccyvrgb.php
73 + " float y = texture2D(y_tex, interp_tc).r;\n"
74 + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n"
75 + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n"
76 + " gl_FragColor = vec4(y + 1.403 * v, "
77 + " y - 0.344 * u - 0.714 * v, "
78 + " y + 1.77 * u, 1);\n"
79 + "}\n";
80
81 private static final String RGB_FRAGMENT_SHADER_STRING =
82 "precision mediump float;\n"
83 + "varying vec2 interp_tc;\n"
84 + "\n"
85 + "uniform sampler2D rgb_tex;\n"
86 + "\n"
87 + "void main() {\n"
88 + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n"
89 + "}\n";
90
91 private static final String OES_FRAGMENT_SHADER_STRING =
92 "#extension GL_OES_EGL_image_external : require\n"
93 + "precision mediump float;\n"
94 + "varying vec2 interp_tc;\n"
95 + "\n"
96 + "uniform samplerExternalOES oes_tex;\n"
97 + "\n"
98 + "void main() {\n"
99 + " gl_FragColor = texture2D(oes_tex, interp_tc);\n"
100 + "}\n";
101
102 // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is botto m-left and (1, 1) is
103 // top-right.
104 private static final FloatBuffer FULL_RECTANGLE_BUF =
105 GlUtil.createFloatBuffer(new float[] {
106 -1.0f, -1.0f, // Bottom left.
107 1.0f, -1.0f, // Bottom right.
108 -1.0f, 1.0f, // Top left.
109 1.0f, 1.0f, // Top right.
110 });
111
112 // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
113 private static final FloatBuffer FULL_RECTANGLE_TEX_BUF =
114 GlUtil.createFloatBuffer(new float[] {
115 0.0f, 0.0f, // Bottom left.
116 1.0f, 0.0f, // Bottom right.
117 0.0f, 1.0f, // Top left.
118 1.0f, 1.0f // Top right.
119 });
120
121 private static class Shader {
122 public final GlShader glShader;
123 public final int texMatrixLocation;
124
125 public Shader(String fragmentShader) {
126 this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
127 this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
128 }
129 }
130
131 // The keys are one of the fragments shaders above.
132 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader >();
133
134 /**
135 * Draw an OES texture frame with specified texture transformation matrix. Req uired resources are
136 * allocated at the first call to this function.
137 */
138 @Override
139 public void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int wid th, int height) {
140 prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix);
141 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
142 // updateTexImage() may be called from another thread in another EGL context , so we need to
143 // bind/unbind the texture in each draw call so that GLES understads it's a new texture.
144 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
145 drawRectangle(x, y, width, height);
146 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
147 }
148
149 /**
150 * Draw a RGB(A) texture frame with specified texture transformation matrix. R equired resources
151 * are allocated at the first call to this function.
152 */
153 @Override
154 public void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height) {
155 prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix);
156 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
157 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
158 drawRectangle(x, y, width, height);
159 // Unbind the texture as a precaution.
160 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
161 }
162
163 /**
164 * Draw a YUV frame with specified texture transformation matrix. Required res ources are
165 * allocated at the first call to this function.
166 */
167 @Override
168 public void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int wi dth, int height) {
169 prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix);
170 // Bind the textures.
171 for (int i = 0; i < 3; ++i) {
172 GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
173 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
174 }
175 drawRectangle(x, y, width, height);
176 // Unbind the textures as a precaution..
177 for (int i = 0; i < 3; ++i) {
178 GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
179 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
180 }
181 }
182
183 private void drawRectangle(int x, int y, int width, int height) {
184 // Draw quad.
185 GLES20.glViewport(x, y, width, height);
186 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
187 }
188
189 private void prepareShader(String fragmentShader, float[] texMatrix) {
190 final Shader shader;
191 if (shaders.containsKey(fragmentShader)) {
192 shader = shaders.get(fragmentShader);
193 } else {
194 // Lazy allocation.
195 shader = new Shader(fragmentShader);
196 shaders.put(fragmentShader, shader);
197 shader.glShader.useProgram();
198 // Initialize fragment shader uniform values.
199 if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
200 GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
201 GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
202 GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
203 } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
204 GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
205 } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
206 GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
207 } else {
208 throw new IllegalStateException("Unknown fragment shader: " + fragmentSh ader);
209 }
210 GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
211 // Initialize vertex shader attributes.
212 shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
213 shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
214 }
215 shader.glShader.useProgram();
216 // Copy the texture transformation matrix over.
217 GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
218 }
219
220 /**
221 * Release all GLES resources. This needs to be done manually, otherwise the r esources are leaked.
222 */
223 @Override
224 public void release() {
225 for (Shader shader : shaders.values()) {
226 shader.glShader.release();
227 }
228 shaders.clear();
229 }
230 }
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