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/*
* Copyright (C) 2017 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.
*/
#include "RenderDirectView.h"
#include "VideoTex.h"
#include "glError.h"
#include "shader.h"
#include "shader_simpleTex.h"
#include <android-base/logging.h>
#include <android/hardware/camera/device/3.2/ICameraDevice.h>
#include <math/mat4.h>
#include <system/camera_metadata.h>
using ::android::hardware::camera::device::V3_2::Stream;
using ::android::hardware::graphics::common::V1_0::PixelFormat;
typedef struct {
int32_t id;
int32_t width;
int32_t height;
int32_t format;
int32_t direction;
int32_t framerate;
} RawStreamConfig;
const size_t kStreamCfgSz = sizeof(RawStreamConfig) / sizeof(int32_t);
RenderDirectView::RenderDirectView(sp<IEvsEnumerator> enumerator,
const CameraDesc& camDesc,
const ConfigManager& config) :
mEnumerator(enumerator),
mCameraDesc(camDesc),
mConfig(config) {
// Find and store the target camera configuration
const auto& camList = mConfig.getCameras();
const auto target = std::find_if(camList.begin(), camList.end(),
[this](const ConfigManager::CameraInfo& info) {
return info.cameraId == mCameraDesc.v1.cameraId;
});
if (target != camList.end()) {
// Store the info
mCameraInfo = *target;
// Calculate a rotation matrix
float sinRoll, cosRoll;
sincosf(mCameraInfo.roll, &sinRoll, &cosRoll);
mRotationMat = {cosRoll, -sinRoll, sinRoll, cosRoll};
}
}
bool RenderDirectView::activate() {
// Ensure GL is ready to go...
if (!prepareGL()) {
LOG(ERROR) << "Error initializing GL";
return false;
}
// Load our shader program if we don't have it already
if (!mShaderProgram) {
mShaderProgram = buildShaderProgram(vtxShader_simpleTexture,
pixShader_simpleTexture,
"simpleTexture");
if (!mShaderProgram) {
LOG(ERROR) << "Error building shader program";
return false;
}
}
bool foundCfg = false;
std::unique_ptr<Stream> targetCfg(new Stream());
if (!foundCfg) {
// This logic picks the first configuration in the list among them that
// support RGBA8888 format and its frame rate is faster than minReqFps.
const int32_t minReqFps = 15;
int32_t maxArea = 0;
camera_metadata_entry_t streamCfgs;
if (!find_camera_metadata_entry(
reinterpret_cast<camera_metadata_t *>(mCameraDesc.metadata.data()),
ANDROID_SCALER_AVAILABLE_STREAM_CONFIGURATIONS,
&streamCfgs)) {
// Stream configurations are found in metadata
RawStreamConfig *ptr = reinterpret_cast<RawStreamConfig *>(streamCfgs.data.i32);
for (unsigned idx = 0; idx < streamCfgs.count; idx += kStreamCfgSz) {
if (ptr->direction == ANDROID_SCALER_AVAILABLE_STREAM_CONFIGURATIONS_OUTPUT &&
ptr->format == HAL_PIXEL_FORMAT_RGBA_8888) {
if (ptr->framerate >= minReqFps &&
ptr->width * ptr->height > maxArea) {
targetCfg->id = ptr->id;
targetCfg->width = ptr->width;
targetCfg->height = ptr->height;
maxArea = ptr->width * ptr->height;
foundCfg = true;
}
}
++ptr;
}
} else {
LOG(WARNING) << "No stream configuration data is found; "
<< "default parameters will be used.";
}
}
// This client always wants below input data format
targetCfg->format =
static_cast<PixelFormat>(HAL_PIXEL_FORMAT_RGBA_8888);
// Construct our video texture
mTexture.reset(createVideoTexture(mEnumerator,
mCameraDesc.v1.cameraId.c_str(),
foundCfg ? std::move(targetCfg) : nullptr,
sDisplay,
mConfig.getUseExternalMemory(),
mConfig.getExternalMemoryFormat()));
if (!mTexture) {
LOG(ERROR) << "Failed to set up video texture for " << mCameraDesc.v1.cameraId;
// TODO: For production use, we may actually want to fail in this case, but not yet...
// return false;
}
return true;
}
void RenderDirectView::deactivate() {
// Release our video texture
// We can't hold onto it because some other Render object might need the same camera
// TODO(b/131492626): investigate whether sharing video textures can save
// the time.
mTexture = nullptr;
}
bool RenderDirectView::drawFrame(const BufferDesc& tgtBuffer) {
// Tell GL to render to the given buffer
if (!attachRenderTarget(tgtBuffer)) {
LOG(ERROR) << "Failed to attached render target";
return false;
}
// Select our screen space simple texture shader
glUseProgram(mShaderProgram);
// Set up the model to clip space transform (identity matrix if we're modeling in screen space)
android::vec2 leftTop = {-0.5f, 0.5f};
android::vec2 rightTop = {0.5f, 0.5f};
android::vec2 leftBottom = {-0.5f, -0.5f};
android::vec2 rightBottom = {0.5f, -0.5f};
GLint loc = glGetUniformLocation(mShaderProgram, "cameraMat");
if (loc < 0) {
LOG(ERROR) << "Couldn't set shader parameter 'cameraMat'";
return false;
} else {
const android::mat4 identityMatrix;
glUniformMatrix4fv(loc, 1, false, identityMatrix.asArray());
// Rotate the preview
leftTop = mRotationMat * leftTop;
leftBottom = mRotationMat * leftBottom;
rightTop = mRotationMat * rightTop;
rightBottom = mRotationMat * rightBottom;
}
// Bind the texture and assign it to the shader's sampler
mTexture->refresh();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture->glId());
GLint sampler = glGetUniformLocation(mShaderProgram, "tex");
if (sampler < 0) {
LOG(ERROR) << "Couldn't set shader parameter 'tex'";
return false;
} else {
// Tell the sampler we looked up from the shader to use texture slot 0 as its source
glUniform1i(sampler, 0);
}
// We want our image to show up opaque regardless of alpha values
glDisable(GL_BLEND);
// Draw a rectangle on the screen
GLfloat vertsCarPos[] = { -1.0, 1.0, 0.0f, // left top in window space
1.0, 1.0, 0.0f, // right top
-1.0, -1.0, 0.0f, // left bottom
1.0, -1.0, 0.0f // right bottom
};
// Flip the preview if needed
if (mCameraInfo.hflip) {
std::swap(leftTop.x, rightTop.x);
std::swap(leftBottom.x, rightBottom.x);
}
if (mCameraInfo.vflip) {
std::swap(leftTop.y, leftBottom.y);
std::swap(rightTop.y, rightBottom.y);
}
GLfloat vertsCarTex[] = { leftTop.x + 0.5f, leftTop.y + 0.5f,
rightTop.x + 0.5f, rightTop.y + 0.5f,
leftBottom.x + 0.5f, leftBottom.y + 0.5f,
rightBottom.x + 0.5f, rightBottom.y + 0.5f
};
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertsCarPos);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertsCarTex);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
// Now that everything is submitted, release our hold on the texture resource
detachRenderTarget();
// Wait for the rendering to finish
glFinish();
detachRenderTarget();
return true;
}