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| 1 /* |
| 2 * Copyright 2017 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 #import "RTCDefaultShader.h" |
| 12 |
| 13 #if TARGET_OS_IPHONE |
| 14 #import <OpenGLES/ES3/gl.h> |
| 15 #else |
| 16 #import <OpenGL/gl3.h> |
| 17 #endif |
| 18 |
| 19 #import "RTCOpenGLDefines.h" |
| 20 #import "RTCShader.h" |
| 21 #import "WebRTC/RTCLogging.h" |
| 22 |
| 23 #include "webrtc/base/optional.h" |
| 24 |
| 25 static const int kYTextureUnit = 0; |
| 26 static const int kUTextureUnit = 1; |
| 27 static const int kVTextureUnit = 2; |
| 28 static const int kUvTextureUnit = 1; |
| 29 |
| 30 // Fragment shader converts YUV values from input textures into a final RGB |
| 31 // pixel. The conversion formula is from http://www.fourcc.org/fccyvrgb.php. |
| 32 static const char kI420FragmentShaderSource[] = |
| 33 SHADER_VERSION |
| 34 "precision highp float;" |
| 35 FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" |
| 36 "uniform lowp sampler2D s_textureY;\n" |
| 37 "uniform lowp sampler2D s_textureU;\n" |
| 38 "uniform lowp sampler2D s_textureV;\n" |
| 39 FRAGMENT_SHADER_OUT |
| 40 "void main() {\n" |
| 41 " float y, u, v, r, g, b;\n" |
| 42 " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" |
| 43 " u = " FRAGMENT_SHADER_TEXTURE "(s_textureU, v_texcoord).r;\n" |
| 44 " v = " FRAGMENT_SHADER_TEXTURE "(s_textureV, v_texcoord).r;\n" |
| 45 " u = u - 0.5;\n" |
| 46 " v = v - 0.5;\n" |
| 47 " r = y + 1.403 * v;\n" |
| 48 " g = y - 0.344 * u - 0.714 * v;\n" |
| 49 " b = y + 1.770 * u;\n" |
| 50 " " FRAGMENT_SHADER_COLOR " = vec4(r, g, b, 1.0);\n" |
| 51 " }\n"; |
| 52 |
| 53 static const char kNV12FragmentShaderSource[] = |
| 54 SHADER_VERSION |
| 55 "precision mediump float;" |
| 56 FRAGMENT_SHADER_IN " vec2 v_texcoord;\n" |
| 57 "uniform lowp sampler2D s_textureY;\n" |
| 58 "uniform lowp sampler2D s_textureUV;\n" |
| 59 FRAGMENT_SHADER_OUT |
| 60 "void main() {\n" |
| 61 " mediump float y;\n" |
| 62 " mediump vec2 uv;\n" |
| 63 " y = " FRAGMENT_SHADER_TEXTURE "(s_textureY, v_texcoord).r;\n" |
| 64 " uv = " FRAGMENT_SHADER_TEXTURE "(s_textureUV, v_texcoord).ra -\n" |
| 65 " vec2(0.5, 0.5);\n" |
| 66 " " FRAGMENT_SHADER_COLOR " = vec4(y + 1.403 * uv.y,\n" |
| 67 " y - 0.344 * uv.x - 0.714 * uv.y,\n" |
| 68 " y + 1.770 * uv.x,\n" |
| 69 " 1.0);\n" |
| 70 " }\n"; |
| 71 |
| 72 @implementation RTCDefaultShader { |
| 73 GLuint _vertexBuffer; |
| 74 GLuint _vertexArray; |
| 75 // Store current rotation and only upload new vertex data when rotation change
s. |
| 76 rtc::Optional<RTCVideoRotation> _currentRotation; |
| 77 |
| 78 GLuint _i420Program; |
| 79 GLuint _nv12Program; |
| 80 } |
| 81 |
| 82 - (void)dealloc { |
| 83 glDeleteProgram(_i420Program); |
| 84 glDeleteProgram(_nv12Program); |
| 85 glDeleteBuffers(1, &_vertexBuffer); |
| 86 glDeleteVertexArrays(1, &_vertexArray); |
| 87 } |
| 88 |
| 89 - (BOOL)createAndSetupI420Program { |
| 90 NSAssert(!_i420Program, @"I420 program already created"); |
| 91 _i420Program = RTCCreateProgramFromFragmentSource(kI420FragmentShaderSource); |
| 92 if (!_i420Program) { |
| 93 return NO; |
| 94 } |
| 95 GLint ySampler = glGetUniformLocation(_i420Program, "s_textureY"); |
| 96 GLint uSampler = glGetUniformLocation(_i420Program, "s_textureU"); |
| 97 GLint vSampler = glGetUniformLocation(_i420Program, "s_textureV"); |
| 98 |
| 99 if (ySampler < 0 || uSampler < 0 || vSampler < 0) { |
| 100 RTCLog(@"Failed to get uniform variable locations in I420 shader"); |
| 101 glDeleteProgram(_i420Program); |
| 102 _i420Program = 0; |
| 103 return NO; |
| 104 } |
| 105 |
| 106 glUseProgram(_i420Program); |
| 107 glUniform1i(ySampler, kYTextureUnit); |
| 108 glUniform1i(uSampler, kUTextureUnit); |
| 109 glUniform1i(vSampler, kVTextureUnit); |
| 110 |
| 111 return YES; |
| 112 } |
| 113 |
| 114 - (BOOL)createAndSetupNV12Program { |
| 115 NSAssert(!_nv12Program, @"NV12 program already created"); |
| 116 _nv12Program = RTCCreateProgramFromFragmentSource(kNV12FragmentShaderSource); |
| 117 if (!_nv12Program) { |
| 118 return NO; |
| 119 } |
| 120 GLint ySampler = glGetUniformLocation(_nv12Program, "s_textureY"); |
| 121 GLint uvSampler = glGetUniformLocation(_nv12Program, "s_textureUV"); |
| 122 |
| 123 if (ySampler < 0 || uvSampler < 0) { |
| 124 RTCLog(@"Failed to get uniform variable locations in NV12 shader"); |
| 125 glDeleteProgram(_nv12Program); |
| 126 _nv12Program = 0; |
| 127 return NO; |
| 128 } |
| 129 |
| 130 glUseProgram(_nv12Program); |
| 131 glUniform1i(ySampler, kYTextureUnit); |
| 132 glUniform1i(uvSampler, kUvTextureUnit); |
| 133 |
| 134 return YES; |
| 135 } |
| 136 |
| 137 - (BOOL)prepareVertexBufferWithRotation:(RTCVideoRotation)rotation { |
| 138 if (!_vertexBuffer && !RTCCreateVertexBuffer(&_vertexBuffer, &_vertexArray)) { |
| 139 RTCLog(@"Failed to setup vertex buffer"); |
| 140 return NO; |
| 141 } |
| 142 #if !TARGET_OS_IPHONE |
| 143 glBindVertexArray(_vertexArray); |
| 144 #endif |
| 145 glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); |
| 146 if (!_currentRotation || rotation != *_currentRotation) { |
| 147 _currentRotation = rtc::Optional<RTCVideoRotation>(rotation); |
| 148 RTCSetVertexData(*_currentRotation); |
| 149 } |
| 150 return YES; |
| 151 } |
| 152 |
| 153 - (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation |
| 154 yPlane:(GLuint)yPlane |
| 155 uPlane:(GLuint)uPlane |
| 156 vPlane:(GLuint)vPlane { |
| 157 if (![self prepareVertexBufferWithRotation:rotation]) { |
| 158 return; |
| 159 } |
| 160 |
| 161 if (!_i420Program && ![self createAndSetupI420Program]) { |
| 162 RTCLog(@"Failed to setup I420 program"); |
| 163 return; |
| 164 } |
| 165 |
| 166 glUseProgram(_i420Program); |
| 167 |
| 168 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit)); |
| 169 glBindTexture(GL_TEXTURE_2D, yPlane); |
| 170 |
| 171 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUTextureUnit)); |
| 172 glBindTexture(GL_TEXTURE_2D, uPlane); |
| 173 |
| 174 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kVTextureUnit)); |
| 175 glBindTexture(GL_TEXTURE_2D, vPlane); |
| 176 |
| 177 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 178 } |
| 179 |
| 180 - (void)applyShadingForFrameWithRotation:(RTCVideoRotation)rotation |
| 181 yPlane:(GLuint)yPlane |
| 182 uvPlane:(GLuint)uvPlane { |
| 183 if (![self prepareVertexBufferWithRotation:rotation]) { |
| 184 return; |
| 185 } |
| 186 |
| 187 if (!_nv12Program && ![self createAndSetupNV12Program]) { |
| 188 RTCLog(@"Failed to setup NV12 shader"); |
| 189 return; |
| 190 } |
| 191 |
| 192 glUseProgram(_nv12Program); |
| 193 |
| 194 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kYTextureUnit)); |
| 195 glBindTexture(GL_TEXTURE_2D, yPlane); |
| 196 |
| 197 glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + kUvTextureUnit)); |
| 198 glBindTexture(GL_TEXTURE_2D, uvPlane); |
| 199 |
| 200 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 201 } |
| 202 |
| 203 @end |
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