switch to use mat4
Change-Id: I8283a989cfd2b74d53958150bc90298bc083fee7
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595ea77f6b
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@ -33,9 +33,7 @@ Description::Description() :
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mOpaque = true;
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mTextureEnabled = false;
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const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
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memset(mColor, 0, sizeof(mColor));
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memcpy(mProjectionMatrix, m, sizeof(mProjectionMatrix));
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}
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Description::~Description() {
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@ -78,8 +76,8 @@ void Description::setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf
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mUniformsDirty = true;
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}
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void Description::setProjectionMatrix(GLfloat const* mtx) {
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memcpy(mProjectionMatrix, mtx, sizeof(mProjectionMatrix));
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void Description::setProjectionMatrix(const mat4& mtx) {
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mProjectionMatrix = mtx;
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mUniformsDirty = true;
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}
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@ -49,7 +49,7 @@ class Description {
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// color used when texturing is disabled
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GLclampf mColor[4];
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// projection matrix
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GLfloat mProjectionMatrix[16];
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mat4 mProjectionMatrix;
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public:
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Description();
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@ -61,7 +61,7 @@ public:
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void setTexture(const Texture& texture);
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void disableTexture();
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void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void setProjectionMatrix(GLfloat const* mtx);
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void setProjectionMatrix(const mat4& mtx);
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private:
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bool mUniformsDirty;
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@ -160,7 +160,7 @@ void GLES11RenderEngine::setupLayerTexturing(const Texture& texture) {
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glTexParameterx(target, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameterx(target, GL_TEXTURE_MIN_FILTER, filter);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(texture.getMatrix());
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glLoadMatrixf(texture.getMatrix().asArray());
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_EXTERNAL_OES);
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@ -76,25 +76,9 @@ size_t GLES20RenderEngine::getMaxViewportDims() const {
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void GLES20RenderEngine::setViewportAndProjection(
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size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
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struct ortho {
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inline void operator() (GLfloat *m,
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GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
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GLfloat near, GLfloat far) const {
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memset(m, 0, 16*sizeof(GLfloat));
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m[ 0] = 2.0f / (right - left);
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m[ 5] = 2.0f / (top - bottom);
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m[10] =-2.0f / (far - near);
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m[15] = 1.0f;
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m[12] = -(right + left) / (right - left);
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m[13] = -(top + bottom) / (top - bottom);
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m[14] = -(far + near) / (far - near);
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}
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} ortho;
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GLfloat m[16];
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if (yswap) ortho(m, 0, w, h, 0, 0, 1);
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else ortho(m, 0, w, 0, h, 0, 1);
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mat4 m;
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if (yswap) m = mat4::ortho(0, w, h, 0, 0, 1);
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else m = mat4::ortho(0, w, 0, h, 0, 1);
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glViewport(0, 0, vpw, vph);
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mState.setProjectionMatrix(m);
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@ -129,7 +129,7 @@ void Program::setUniforms(const Description& desc) {
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if (mSamplerLoc >= 0) {
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glUniform1i(mSamplerLoc, 0);
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glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix());
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glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray());
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}
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if (mAlphaPlaneLoc >= 0) {
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glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);
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@ -138,7 +138,7 @@ void Program::setUniforms(const Description& desc) {
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glUniform4fv(mColorLoc, 1, desc.mColor);
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}
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// these uniforms are always present
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glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix);
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glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray());
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}
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} /* namespace android */
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@ -23,15 +23,11 @@ namespace android {
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Texture::Texture() :
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mTextureName(0), mTextureTarget(TEXTURE_2D),
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mWidth(0), mHeight(0), mFiltering(false) {
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const float m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
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memcpy(mTextureMatrix, m, sizeof(mTextureMatrix));
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}
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Texture::Texture(Target textureTarget, uint32_t textureName) :
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mTextureName(textureName), mTextureTarget(textureTarget),
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mWidth(0), mHeight(0), mFiltering(false) {
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const float m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
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memcpy(mTextureMatrix, m, sizeof(mTextureMatrix));
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}
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void Texture::init(Target textureTarget, uint32_t textureName) {
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@ -44,7 +40,7 @@ Texture::~Texture() {
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void Texture::setMatrix(float const* matrix) {
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memcpy(mTextureMatrix, matrix, sizeof(mTextureMatrix));
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mTextureMatrix = mat4(matrix);
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}
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void Texture::setFiltering(bool enabled) {
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@ -64,7 +60,7 @@ uint32_t Texture::getTextureTarget() const {
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return mTextureTarget;
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}
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float const* Texture::getMatrix() const {
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const mat4& Texture::getMatrix() const {
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return mTextureMatrix;
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}
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@ -15,6 +15,7 @@
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*/
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#include <stdint.h>
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#include <ui/mat4.h>
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#ifndef SF_RENDER_ENGINE_TEXTURE_H
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#define SF_RENDER_ENGINE_TEXTURE_H
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@ -27,7 +28,7 @@ class Texture {
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size_t mWidth;
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size_t mHeight;
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bool mFiltering;
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float mTextureMatrix[16];
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mat4 mTextureMatrix;
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public:
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enum Target { TEXTURE_2D = 0x0DE1, TEXTURE_EXTERNAL = 0x8D65 };
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@ -45,7 +46,7 @@ public:
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uint32_t getTextureName() const;
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uint32_t getTextureTarget() const;
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float const* getMatrix() const;
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const mat4& getMatrix() const;
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bool getFiltering() const;
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size_t getWidth() const;
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size_t getHeight() const;
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