Index: talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java |
diff --git a/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java b/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java |
deleted file mode 100644 |
index 6d3d5d256399876cb9b1c93957f3b41a03d29f2d..0000000000000000000000000000000000000000 |
--- a/talk/app/webrtc/java/android/org/webrtc/GlRectDrawer.java |
+++ /dev/null |
@@ -1,230 +0,0 @@ |
-/* |
- * libjingle |
- * Copyright 2015 Google Inc. |
- * |
- * Redistribution and use in source and binary forms, with or without |
- * modification, are permitted provided that the following conditions are met: |
- * |
- * 1. Redistributions of source code must retain the above copyright notice, |
- * this list of conditions and the following disclaimer. |
- * 2. Redistributions in binary form must reproduce the above copyright notice, |
- * this list of conditions and the following disclaimer in the documentation |
- * and/or other materials provided with the distribution. |
- * 3. The name of the author may not be used to endorse or promote products |
- * derived from this software without specific prior written permission. |
- * |
- * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED |
- * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
- * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
- * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
- * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
- * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
- */ |
- |
-package org.webrtc; |
- |
-import android.opengl.GLES11Ext; |
-import android.opengl.GLES20; |
- |
-import org.webrtc.GlShader; |
-import org.webrtc.GlUtil; |
- |
-import java.nio.ByteBuffer; |
-import java.nio.FloatBuffer; |
-import java.util.Arrays; |
-import java.util.IdentityHashMap; |
-import java.util.Map; |
- |
-/** |
- * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and |
- * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either |
- * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw |
- * calls, this is intentional to maximize performance. The function release() must be called |
- * manually to free the resources held by this object. |
- */ |
-public class GlRectDrawer implements RendererCommon.GlDrawer { |
- // Simple vertex shader, used for both YUV and OES. |
- private static final String VERTEX_SHADER_STRING = |
- "varying vec2 interp_tc;\n" |
- + "attribute vec4 in_pos;\n" |
- + "attribute vec4 in_tc;\n" |
- + "\n" |
- + "uniform mat4 texMatrix;\n" |
- + "\n" |
- + "void main() {\n" |
- + " gl_Position = in_pos;\n" |
- + " interp_tc = (texMatrix * in_tc).xy;\n" |
- + "}\n"; |
- |
- private static final String YUV_FRAGMENT_SHADER_STRING = |
- "precision mediump float;\n" |
- + "varying vec2 interp_tc;\n" |
- + "\n" |
- + "uniform sampler2D y_tex;\n" |
- + "uniform sampler2D u_tex;\n" |
- + "uniform sampler2D v_tex;\n" |
- + "\n" |
- + "void main() {\n" |
- // CSC according to http://www.fourcc.org/fccyvrgb.php |
- + " float y = texture2D(y_tex, interp_tc).r;\n" |
- + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n" |
- + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n" |
- + " gl_FragColor = vec4(y + 1.403 * v, " |
- + " y - 0.344 * u - 0.714 * v, " |
- + " y + 1.77 * u, 1);\n" |
- + "}\n"; |
- |
- private static final String RGB_FRAGMENT_SHADER_STRING = |
- "precision mediump float;\n" |
- + "varying vec2 interp_tc;\n" |
- + "\n" |
- + "uniform sampler2D rgb_tex;\n" |
- + "\n" |
- + "void main() {\n" |
- + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n" |
- + "}\n"; |
- |
- private static final String OES_FRAGMENT_SHADER_STRING = |
- "#extension GL_OES_EGL_image_external : require\n" |
- + "precision mediump float;\n" |
- + "varying vec2 interp_tc;\n" |
- + "\n" |
- + "uniform samplerExternalOES oes_tex;\n" |
- + "\n" |
- + "void main() {\n" |
- + " gl_FragColor = texture2D(oes_tex, interp_tc);\n" |
- + "}\n"; |
- |
- // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is |
- // top-right. |
- private static final FloatBuffer FULL_RECTANGLE_BUF = |
- GlUtil.createFloatBuffer(new float[] { |
- -1.0f, -1.0f, // Bottom left. |
- 1.0f, -1.0f, // Bottom right. |
- -1.0f, 1.0f, // Top left. |
- 1.0f, 1.0f, // Top right. |
- }); |
- |
- // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. |
- private static final FloatBuffer FULL_RECTANGLE_TEX_BUF = |
- GlUtil.createFloatBuffer(new float[] { |
- 0.0f, 0.0f, // Bottom left. |
- 1.0f, 0.0f, // Bottom right. |
- 0.0f, 1.0f, // Top left. |
- 1.0f, 1.0f // Top right. |
- }); |
- |
- private static class Shader { |
- public final GlShader glShader; |
- public final int texMatrixLocation; |
- |
- public Shader(String fragmentShader) { |
- this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader); |
- this.texMatrixLocation = glShader.getUniformLocation("texMatrix"); |
- } |
- } |
- |
- // The keys are one of the fragments shaders above. |
- private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>(); |
- |
- /** |
- * Draw an OES texture frame with specified texture transformation matrix. Required resources are |
- * allocated at the first call to this function. |
- */ |
- @Override |
- public void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height) { |
- prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix); |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- // updateTexImage() may be called from another thread in another EGL context, so we need to |
- // bind/unbind the texture in each draw call so that GLES understads it's a new texture. |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId); |
- drawRectangle(x, y, width, height); |
- GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); |
- } |
- |
- /** |
- * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources |
- * are allocated at the first call to this function. |
- */ |
- @Override |
- public void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height) { |
- prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix); |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); |
- drawRectangle(x, y, width, height); |
- // Unbind the texture as a precaution. |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
- } |
- |
- /** |
- * Draw a YUV frame with specified texture transformation matrix. Required resources are |
- * allocated at the first call to this function. |
- */ |
- @Override |
- public void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height) { |
- prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix); |
- // Bind the textures. |
- for (int i = 0; i < 3; ++i) { |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]); |
- } |
- drawRectangle(x, y, width, height); |
- // Unbind the textures as a precaution.. |
- for (int i = 0; i < 3; ++i) { |
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
- } |
- } |
- |
- private void drawRectangle(int x, int y, int width, int height) { |
- // Draw quad. |
- GLES20.glViewport(x, y, width, height); |
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
- } |
- |
- private void prepareShader(String fragmentShader, float[] texMatrix) { |
- final Shader shader; |
- if (shaders.containsKey(fragmentShader)) { |
- shader = shaders.get(fragmentShader); |
- } else { |
- // Lazy allocation. |
- shader = new Shader(fragmentShader); |
- shaders.put(fragmentShader, shader); |
- shader.glShader.useProgram(); |
- // Initialize fragment shader uniform values. |
- if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0); |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1); |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2); |
- } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0); |
- } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) { |
- GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0); |
- } else { |
- throw new IllegalStateException("Unknown fragment shader: " + fragmentShader); |
- } |
- GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); |
- // Initialize vertex shader attributes. |
- shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF); |
- shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF); |
- } |
- shader.glShader.useProgram(); |
- // Copy the texture transformation matrix over. |
- GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0); |
- } |
- |
- /** |
- * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked. |
- */ |
- @Override |
- public void release() { |
- for (Shader shader : shaders.values()) { |
- shader.glShader.release(); |
- } |
- shaders.clear(); |
- } |
-} |