| /* |
| * Copyright (C) 2019 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. |
| */ |
| |
| package com.android.systemui.glwallpaper; |
| |
| import static android.opengl.GLES20.GL_FLOAT; |
| import static android.opengl.GLES20.GL_LINEAR; |
| import static android.opengl.GLES20.GL_TEXTURE0; |
| import static android.opengl.GLES20.GL_TEXTURE_2D; |
| import static android.opengl.GLES20.GL_TEXTURE_MAG_FILTER; |
| import static android.opengl.GLES20.GL_TEXTURE_MIN_FILTER; |
| import static android.opengl.GLES20.GL_TRIANGLES; |
| import static android.opengl.GLES20.glActiveTexture; |
| import static android.opengl.GLES20.glBindTexture; |
| import static android.opengl.GLES20.glDrawArrays; |
| import static android.opengl.GLES20.glEnableVertexAttribArray; |
| import static android.opengl.GLES20.glGenTextures; |
| import static android.opengl.GLES20.glTexParameteri; |
| import static android.opengl.GLES20.glUniform1i; |
| import static android.opengl.GLES20.glVertexAttribPointer; |
| |
| import android.graphics.Bitmap; |
| import android.opengl.GLUtils; |
| import android.util.Log; |
| |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| |
| /** |
| * This class takes charge of the geometry data like vertices and texture coordinates. |
| * It delivers these data to opengl runtime and triggers draw calls if necessary. |
| */ |
| class ImageGLWallpaper { |
| private static final String TAG = ImageGLWallpaper.class.getSimpleName(); |
| |
| static final String A_POSITION = "aPosition"; |
| static final String A_TEXTURE_COORDINATES = "aTextureCoordinates"; |
| static final String U_PER85 = "uPer85"; |
| static final String U_REVEAL = "uReveal"; |
| static final String U_AOD2OPACITY = "uAod2Opacity"; |
| static final String U_TEXTURE = "uTexture"; |
| |
| private static final int HANDLE_UNDEFINED = -1; |
| private static final int POSITION_COMPONENT_COUNT = 2; |
| private static final int TEXTURE_COMPONENT_COUNT = 2; |
| private static final int BYTES_PER_FLOAT = 4; |
| |
| // Vertices to define the square with 2 triangles. |
| private static final float[] VERTICES = { |
| -1.0f, -1.0f, |
| +1.0f, -1.0f, |
| +1.0f, +1.0f, |
| +1.0f, +1.0f, |
| -1.0f, +1.0f, |
| -1.0f, -1.0f |
| }; |
| |
| // Texture coordinates that maps to vertices. |
| private static final float[] TEXTURES = { |
| 0f, 1f, |
| 1f, 1f, |
| 1f, 0f, |
| 1f, 0f, |
| 0f, 0f, |
| 0f, 1f |
| }; |
| |
| private final FloatBuffer mVertexBuffer; |
| private final FloatBuffer mTextureBuffer; |
| private final ImageGLProgram mProgram; |
| |
| private int mAttrPosition; |
| private int mAttrTextureCoordinates; |
| private int mUniAod2Opacity; |
| private int mUniPer85; |
| private int mUniReveal; |
| private int mUniTexture; |
| private int mTextureId; |
| |
| ImageGLWallpaper(ImageGLProgram program) { |
| mProgram = program; |
| |
| // Create an float array in opengles runtime (native) and put vertex data. |
| mVertexBuffer = ByteBuffer.allocateDirect(VERTICES.length * BYTES_PER_FLOAT) |
| .order(ByteOrder.nativeOrder()) |
| .asFloatBuffer(); |
| mVertexBuffer.put(VERTICES); |
| mVertexBuffer.position(0); |
| |
| // Create an float array in opengles runtime (native) and put texture data. |
| mTextureBuffer = ByteBuffer.allocateDirect(TEXTURES.length * BYTES_PER_FLOAT) |
| .order(ByteOrder.nativeOrder()) |
| .asFloatBuffer(); |
| mTextureBuffer.put(TEXTURES); |
| mTextureBuffer.position(0); |
| } |
| |
| void setup(Bitmap bitmap) { |
| setupAttributes(); |
| setupUniforms(); |
| setupTexture(bitmap); |
| } |
| |
| private void setupAttributes() { |
| mAttrPosition = mProgram.getAttributeHandle(A_POSITION); |
| mVertexBuffer.position(0); |
| glVertexAttribPointer(mAttrPosition, POSITION_COMPONENT_COUNT, GL_FLOAT, |
| false, 0, mVertexBuffer); |
| glEnableVertexAttribArray(mAttrPosition); |
| |
| mAttrTextureCoordinates = mProgram.getAttributeHandle(A_TEXTURE_COORDINATES); |
| mTextureBuffer.position(0); |
| glVertexAttribPointer(mAttrTextureCoordinates, TEXTURE_COMPONENT_COUNT, GL_FLOAT, |
| false, 0, mTextureBuffer); |
| glEnableVertexAttribArray(mAttrTextureCoordinates); |
| } |
| |
| private void setupUniforms() { |
| mUniAod2Opacity = mProgram.getUniformHandle(U_AOD2OPACITY); |
| mUniPer85 = mProgram.getUniformHandle(U_PER85); |
| mUniReveal = mProgram.getUniformHandle(U_REVEAL); |
| mUniTexture = mProgram.getUniformHandle(U_TEXTURE); |
| } |
| |
| int getHandle(String name) { |
| switch (name) { |
| case A_POSITION: |
| return mAttrPosition; |
| case A_TEXTURE_COORDINATES: |
| return mAttrTextureCoordinates; |
| case U_AOD2OPACITY: |
| return mUniAod2Opacity; |
| case U_PER85: |
| return mUniPer85; |
| case U_REVEAL: |
| return mUniReveal; |
| case U_TEXTURE: |
| return mUniTexture; |
| default: |
| return HANDLE_UNDEFINED; |
| } |
| } |
| |
| void draw() { |
| glDrawArrays(GL_TRIANGLES, 0, VERTICES.length / 2); |
| } |
| |
| private void setupTexture(Bitmap bitmap) { |
| final int[] tids = new int[1]; |
| |
| if (bitmap == null) { |
| Log.w(TAG, "setupTexture: invalid bitmap"); |
| return; |
| } |
| |
| // Generate one texture object and store the id in tids[0]. |
| glGenTextures(1, tids, 0); |
| if (tids[0] == 0) { |
| Log.w(TAG, "setupTexture: glGenTextures() failed"); |
| return; |
| } |
| |
| // Bind a named texture to a target. |
| glBindTexture(GL_TEXTURE_2D, tids[0]); |
| // Load the bitmap data and copy it over into the texture object that is currently bound. |
| GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0); |
| // Use bilinear texture filtering when minification. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| // Use bilinear texture filtering when magnification. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| mTextureId = tids[0]; |
| } |
| |
| void useTexture() { |
| // Set the active texture unit to texture unit 0. |
| glActiveTexture(GL_TEXTURE0); |
| // Bind the texture to this unit. |
| glBindTexture(GL_TEXTURE_2D, mTextureId); |
| // Let the texture sampler in fragment shader to read form this texture unit. |
| glUniform1i(mUniTexture, 0); |
| } |
| |
| /** |
| * This method adjust s(x-axis), t(y-axis) texture coordinates |
| * to prevent the wallpaper from being stretched. |
| * The adjustment happens if either the width or height of the bitmap is larger than |
| * corresponding size of the surface. |
| * If both width and height are larger than corresponding size of the surface, |
| * the adjustment will happen at both s, t side. |
| * |
| * @param bitmapWidth The width of the bitmap. |
| * @param bitmapHeight The height of the bitmap. |
| * @param surfaceWidth The width of the surface. |
| * @param surfaceHeight The height of the surface. |
| * @param xOffset The offset amount along s axis. |
| * @param yOffset The offset amount along t axis. |
| */ |
| void adjustTextureCoordinates(int bitmapWidth, int bitmapHeight, |
| int surfaceWidth, int surfaceHeight, float xOffset, float yOffset) { |
| float[] coordinates = TEXTURES.clone(); |
| |
| if (bitmapWidth > surfaceWidth) { |
| // Calculate the new s pos in pixels. |
| float pixelS = (float) Math.round((bitmapWidth - surfaceWidth) * xOffset); |
| // Calculate the s pos in texture coordinate. |
| float coordinateS = pixelS / bitmapWidth; |
| // Calculate the percentage occupied by the surface width in bitmap width. |
| float surfacePercentageW = (float) surfaceWidth / bitmapWidth; |
| // Need also consider the case if bitmap height is smaller than surface height. |
| if (bitmapHeight < surfaceHeight) { |
| // We will narrow the surface percentage to keep aspect ratio. |
| surfacePercentageW *= (float) bitmapHeight / surfaceHeight; |
| } |
| // Determine the final s pos, also limit the legal s pos to prevent from out of range. |
| float s = coordinateS + surfacePercentageW > 1f ? 1f - surfacePercentageW : coordinateS; |
| // Traverse the s pos in texture coordinates array and adjust the s pos accordingly. |
| for (int i = 0; i < coordinates.length; i += 2) { |
| // indices 2, 4 and 6 are the end of s coordinates. |
| if (i == 2 || i == 4 || i == 6) { |
| coordinates[i] = Math.min(1f, s + surfacePercentageW); |
| } else { |
| coordinates[i] = s; |
| } |
| } |
| } |
| |
| if (bitmapHeight > surfaceHeight) { |
| // Calculate the new t pos in pixels. |
| float pixelT = (float) Math.round((bitmapHeight - surfaceHeight) * yOffset); |
| // Calculate the t pos in texture coordinate. |
| float coordinateT = pixelT / bitmapHeight; |
| // Calculate the percentage occupied by the surface height in bitmap height. |
| float surfacePercentageH = (float) surfaceHeight / bitmapHeight; |
| // Need also consider the case if bitmap width is smaller than surface width. |
| if (bitmapWidth < surfaceWidth) { |
| // We will narrow the surface percentage to keep aspect ratio. |
| surfacePercentageH *= (float) bitmapWidth / surfaceWidth; |
| } |
| // Determine the final t pos, also limit the legal t pos to prevent from out of range. |
| float t = coordinateT + surfacePercentageH > 1f ? 1f - surfacePercentageH : coordinateT; |
| // Traverse the t pos in texture coordinates array and adjust the t pos accordingly. |
| for (int i = 1; i < coordinates.length; i += 2) { |
| // indices 1, 3 and 11 are the end of t coordinates. |
| if (i == 1 || i == 3 || i == 11) { |
| coordinates[i] = Math.min(1f, t + surfacePercentageH); |
| } else { |
| coordinates[i] = t; |
| } |
| } |
| } |
| |
| mTextureBuffer.put(coordinates); |
| mTextureBuffer.position(0); |
| } |
| } |