| #include "YVURenderer.h" |
| |
| #include <GLES2/gl2ext.h> |
| |
| #include <android/log.h> |
| #define LOG_TAG "YVURenderer" |
| #define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__) |
| #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__) |
| |
| const GLfloat g_vVertices[] = { |
| -1.f, 1.f, 0.0f, 1.0f, // Position 0 |
| 0.0f, 1.0f, // TexCoord 0 |
| 1.f, 1.f, 0.0f, 1.0f, // Position 1 |
| 1.0f, 1.0f, // TexCoord 1 |
| -1.f, -1.f, 0.0f, 1.0f, // Position 2 |
| 0.0f, 0.0f, // TexCoord 2 |
| 1.f, -1.f, 0.0f, 1.0f, // Position 3 |
| 1.0f, 0.0f // TexCoord 3 |
| }; |
| |
| const int VERTEX_STRIDE = 6 * sizeof(GLfloat); |
| |
| GLushort g_iIndices3[] = { 0, 1, 2, 3 }; |
| |
| YVURenderer::YVURenderer() : Renderer() |
| { |
| } |
| |
| YVURenderer::~YVURenderer() { |
| } |
| |
| bool YVURenderer::InitializeGLProgram() |
| { |
| bool succeeded = false; |
| do { |
| GLuint glProgram; |
| glProgram = createProgram(VertexShaderSource(), |
| FragmentShaderSource()); |
| if (!glProgram) { |
| break; |
| } |
| |
| glUseProgram(glProgram); |
| if (!checkGlError("glUseProgram")) break; |
| |
| // Get attribute locations |
| mPositionLoc = glGetAttribLocation(glProgram, "a_Position"); |
| mTexCoordLoc = glGetAttribLocation(glProgram, "a_texCoord"); |
| |
| // Get sampler location |
| mSamplerLoc = glGetUniformLocation(glProgram, "s_texture"); |
| |
| mGlProgram = glProgram; |
| succeeded = true; |
| } while (false); |
| |
| if (!succeeded && (mGlProgram != 0)) |
| { |
| glDeleteProgram(mGlProgram); |
| checkGlError("glDeleteProgram"); |
| mGlProgram = 0; |
| } |
| return succeeded; |
| } |
| |
| bool YVURenderer::DrawTexture() |
| { |
| bool succeeded = false; |
| do { |
| bool rt = (mFrameBuffer == NULL)? |
| SetupGraphics(mSurfaceWidth, mSurfaceHeight) : |
| SetupGraphics(mFrameBuffer); |
| |
| if(!rt) |
| break; |
| |
| glDisable(GL_BLEND); |
| |
| glActiveTexture(GL_TEXTURE0); |
| if (!checkGlError("glActiveTexture")) break; |
| |
| const GLenum texture_type = InputTextureType(); |
| glBindTexture(texture_type, mInputTextureName); |
| if (!checkGlError("glBindTexture")) break; |
| |
| // Set the sampler texture unit to 0 |
| glUniform1i(mSamplerLoc, 0); |
| |
| // Load the vertex position |
| glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT, |
| GL_FALSE, VERTEX_STRIDE, g_vVertices); |
| |
| // Load the texture coordinate |
| glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, |
| GL_FALSE, VERTEX_STRIDE, &g_vVertices[4]); |
| |
| glEnableVertexAttribArray(mPositionLoc); |
| glEnableVertexAttribArray(mTexCoordLoc); |
| |
| // And, finally, execute the GL draw command. |
| glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices3); |
| |
| checkGlError("glDrawElements"); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| succeeded = true; |
| } while (false); |
| return succeeded; |
| } |
| |
| const char* YVURenderer::VertexShaderSource() const |
| { |
| // All this really does is copy the coordinates into |
| // variables for the fragment shader to pick up. |
| static const char gVertexShader[] = |
| "attribute vec4 a_Position;\n" |
| "attribute vec2 a_texCoord;\n" |
| "varying vec2 v_texCoord;\n" |
| "void main() {\n" |
| " gl_Position = a_Position;\n" |
| " v_texCoord = a_texCoord;\n" |
| "}\n"; |
| |
| return gVertexShader; |
| } |
| |
| const char* YVURenderer::FragmentShaderSource() const |
| { |
| static const char gFragmentShader[] = |
| "precision mediump float;\n" |
| "uniform sampler2D s_texture;\n" |
| "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n" |
| "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n" |
| "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n" |
| "varying vec2 v_texCoord;\n" |
| "void main() {\n" |
| " vec4 p;\n" |
| " p = texture2D(s_texture, v_texCoord);\n" |
| " gl_FragColor[0] = dot(p, coeff_y);\n" |
| " p = texture2D(s_texture, v_texCoord);\n" |
| " gl_FragColor[1] = dot(p, coeff_v);\n" |
| " p = texture2D(s_texture, v_texCoord);\n" |
| " gl_FragColor[2] = dot(p, coeff_u);\n" |
| " p = texture2D(s_texture, v_texCoord);\n" |
| " gl_FragColor[3] = dot(p, coeff_y);\n" |
| "}\n"; |
| |
| return gFragmentShader; |
| } |