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Side by Side Diff: webrtc/api/java/android/org/webrtc/GlRectDrawer.java

Issue 2111823002: Combine webrtc/api/java/android and webrtc/api/java/src. (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Created 4 years, 5 months ago
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1 /*
2 * Copyright 2015 The WebRTC project authors. All Rights Reserved.
3 *
4 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree.
9 */
10
11 package org.webrtc;
12
13 import android.opengl.GLES11Ext;
14 import android.opengl.GLES20;
15
16 import org.webrtc.GlShader;
17 import org.webrtc.GlUtil;
18
19 import java.nio.ByteBuffer;
20 import java.nio.FloatBuffer;
21 import java.util.Arrays;
22 import java.util.IdentityHashMap;
23 import java.util.Map;
24
25 /**
26 * Helper class to draw an opaque quad on the target viewport location. Rotation , mirror, and
27 * cropping is specified using a 4x4 texture coordinate transform matrix. The fr ame input can either
28 * be an OES texture or YUV textures in I420 format. The GL state must be preser ved between draw
29 * calls, this is intentional to maximize performance. The function release() mu st be called
30 * manually to free the resources held by this object.
31 */
32 public class GlRectDrawer implements RendererCommon.GlDrawer {
33 // Simple vertex shader, used for both YUV and OES.
34 private static final String VERTEX_SHADER_STRING =
35 "varying vec2 interp_tc;\n"
36 + "attribute vec4 in_pos;\n"
37 + "attribute vec4 in_tc;\n"
38 + "\n"
39 + "uniform mat4 texMatrix;\n"
40 + "\n"
41 + "void main() {\n"
42 + " gl_Position = in_pos;\n"
43 + " interp_tc = (texMatrix * in_tc).xy;\n"
44 + "}\n";
45
46 private static final String YUV_FRAGMENT_SHADER_STRING =
47 "precision mediump float;\n"
48 + "varying vec2 interp_tc;\n"
49 + "\n"
50 + "uniform sampler2D y_tex;\n"
51 + "uniform sampler2D u_tex;\n"
52 + "uniform sampler2D v_tex;\n"
53 + "\n"
54 + "void main() {\n"
55 // CSC according to http://www.fourcc.org/fccyvrgb.php
56 + " float y = texture2D(y_tex, interp_tc).r;\n"
57 + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n"
58 + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n"
59 + " gl_FragColor = vec4(y + 1.403 * v, "
60 + " y - 0.344 * u - 0.714 * v, "
61 + " y + 1.77 * u, 1);\n"
62 + "}\n";
63
64 private static final String RGB_FRAGMENT_SHADER_STRING =
65 "precision mediump float;\n"
66 + "varying vec2 interp_tc;\n"
67 + "\n"
68 + "uniform sampler2D rgb_tex;\n"
69 + "\n"
70 + "void main() {\n"
71 + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n"
72 + "}\n";
73
74 private static final String OES_FRAGMENT_SHADER_STRING =
75 "#extension GL_OES_EGL_image_external : require\n"
76 + "precision mediump float;\n"
77 + "varying vec2 interp_tc;\n"
78 + "\n"
79 + "uniform samplerExternalOES oes_tex;\n"
80 + "\n"
81 + "void main() {\n"
82 + " gl_FragColor = texture2D(oes_tex, interp_tc);\n"
83 + "}\n";
84
85 // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is botto m-left and (1, 1) is
86 // top-right.
87 private static final FloatBuffer FULL_RECTANGLE_BUF =
88 GlUtil.createFloatBuffer(new float[] {
89 -1.0f, -1.0f, // Bottom left.
90 1.0f, -1.0f, // Bottom right.
91 -1.0f, 1.0f, // Top left.
92 1.0f, 1.0f, // Top right.
93 });
94
95 // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right.
96 private static final FloatBuffer FULL_RECTANGLE_TEX_BUF =
97 GlUtil.createFloatBuffer(new float[] {
98 0.0f, 0.0f, // Bottom left.
99 1.0f, 0.0f, // Bottom right.
100 0.0f, 1.0f, // Top left.
101 1.0f, 1.0f // Top right.
102 });
103
104 private static class Shader {
105 public final GlShader glShader;
106 public final int texMatrixLocation;
107
108 public Shader(String fragmentShader) {
109 this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
110 this.texMatrixLocation = glShader.getUniformLocation("texMatrix");
111 }
112 }
113
114 // The keys are one of the fragments shaders above.
115 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader >();
116
117 /**
118 * Draw an OES texture frame with specified texture transformation matrix. Req uired resources are
119 * allocated at the first call to this function.
120 */
121 @Override
122 public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int f rameHeight,
123 int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
124 prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix);
125 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
126 // updateTexImage() may be called from another thread in another EGL context , so we need to
127 // bind/unbind the texture in each draw call so that GLES understads it's a new texture.
128 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
129 drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
130 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
131 }
132
133 /**
134 * Draw a RGB(A) texture frame with specified texture transformation matrix. R equired resources
135 * are allocated at the first call to this function.
136 */
137 @Override
138 public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int fram eHeight,
139 int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
140 prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix);
141 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
142 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
143 drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
144 // Unbind the texture as a precaution.
145 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
146 }
147
148 /**
149 * Draw a YUV frame with specified texture transformation matrix. Required res ources are
150 * allocated at the first call to this function.
151 */
152 @Override
153 public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight,
154 int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
155 prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix);
156 // Bind the textures.
157 for (int i = 0; i < 3; ++i) {
158 GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
159 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
160 }
161 drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight);
162 // Unbind the textures as a precaution..
163 for (int i = 0; i < 3; ++i) {
164 GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
165 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
166 }
167 }
168
169 private void drawRectangle(int x, int y, int width, int height) {
170 // Draw quad.
171 GLES20.glViewport(x, y, width, height);
172 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
173 }
174
175 private void prepareShader(String fragmentShader, float[] texMatrix) {
176 final Shader shader;
177 if (shaders.containsKey(fragmentShader)) {
178 shader = shaders.get(fragmentShader);
179 } else {
180 // Lazy allocation.
181 shader = new Shader(fragmentShader);
182 shaders.put(fragmentShader, shader);
183 shader.glShader.useProgram();
184 // Initialize fragment shader uniform values.
185 if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
186 GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
187 GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
188 GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
189 } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
190 GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
191 } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
192 GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
193 } else {
194 throw new IllegalStateException("Unknown fragment shader: " + fragmentSh ader);
195 }
196 GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
197 // Initialize vertex shader attributes.
198 shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
199 shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
200 }
201 shader.glShader.useProgram();
202 // Copy the texture transformation matrix over.
203 GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
204 }
205
206 /**
207 * Release all GLES resources. This needs to be done manually, otherwise the r esources are leaked.
208 */
209 @Override
210 public void release() {
211 for (Shader shader : shaders.values()) {
212 shader.glShader.release();
213 }
214 shaders.clear();
215 }
216 }
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