/* * Copyright 2013 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. */ #define ATRACE_TAG ATRACE_TAG_GRAPHICS #include #include #include #include #include #include "GLES20RenderEngine.h" #include "Program.h" #include "ProgramCache.h" #include "Description.h" #include "Mesh.h" #include "Texture.h" // --------------------------------------------------------------------------- namespace android { // --------------------------------------------------------------------------- GLES20RenderEngine::GLES20RenderEngine() { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ALIGNMENT, 4); struct pack565 { inline uint16_t operator() (int r, int g, int b) const { return (r<<11)|(g<<5)|b; } } pack565; const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) }; glGenTextures(1, &mProtectedTexName); glBindTexture(GL_TEXTURE_2D, mProtectedTexName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData); } GLES20RenderEngine::~GLES20RenderEngine() { } size_t GLES20RenderEngine::getMaxTextureSize() const { return mMaxTextureSize; } size_t GLES20RenderEngine::getMaxViewportDims() const { return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1]; } void GLES20RenderEngine::setViewportAndProjection( size_t vpw, size_t vph, size_t w, size_t h, bool yswap) { struct ortho { inline void operator() (GLfloat *m, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) const { memset(m, 0, 16*sizeof(GLfloat)); m[ 0] = 2.0f / (right - left); m[ 5] = 2.0f / (top - bottom); m[10] =-2.0f / (far - near); m[15] = 1.0f; m[12] = -(right + left) / (right - left); m[13] = -(top + bottom) / (top - bottom); m[14] = -(far + near) / (far - near); } } ortho; GLfloat m[16]; if (yswap) ortho(m, 0, w, h, 0, 0, 1); else ortho(m, 0, w, 0, h, 0, 1); glViewport(0, 0, vpw, vph); mState.setProjectionMatrix(m); } void GLES20RenderEngine::setupLayerBlending( bool premultipliedAlpha, bool opaque, int alpha) { mState.setPremultipliedAlpha(premultipliedAlpha); mState.setOpaque(opaque); mState.setPlaneAlpha(alpha / 255.0f); if (alpha < 0xFF || !opaque) { glEnable(GL_BLEND); glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } void GLES20RenderEngine::setupDimLayerBlending(int alpha) { mState.setPlaneAlpha(alpha / 255.0f); if (alpha == 0xFF) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } disableTexturing(); } void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) { GLuint target = texture.getTextureTarget(); glBindTexture(target, texture.getTextureName()); GLenum filter = GL_NEAREST; if (texture.getFiltering()) { filter = GL_LINEAR; } glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); mState.setTexture(texture); } void GLES20RenderEngine::setupLayerBlackedOut() { glBindTexture(GL_TEXTURE_2D, mProtectedTexName); Texture texture(Texture::TEXTURE_2D, mProtectedTexName); texture.setDimensions(1, 1); // FIXME: we should get that from somewhere mState.setTexture(texture); } void GLES20RenderEngine::disableTexturing() { mState.disableTexture(); } void GLES20RenderEngine::disableBlending() { glDisable(GL_BLEND); } void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName, uint32_t* fbName, uint32_t* status) { GLuint tname, name; // turn our EGLImage into a texture glGenTextures(1, &tname); glBindTexture(GL_TEXTURE_2D, tname); glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image); // create a Framebuffer Object to render into glGenFramebuffers(1, &name); glBindFramebuffer(GL_FRAMEBUFFER, name); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); *status = glCheckFramebufferStatus(GL_FRAMEBUFFER); *texName = tname; *fbName = name; } void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) { glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &fbName); glDeleteTextures(1, &texName); } void GLES20RenderEngine::fillWithColor(const Mesh& mesh, float r, float g, float b, float a) { mState.setColor(r, g, b, a); disableTexturing(); glDisable(GL_BLEND); ProgramCache::getInstance().useProgram(mState); glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE, mesh.getByteStride(), mesh.getPositions()); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); } void GLES20RenderEngine::drawMesh(const Mesh& mesh) { ProgramCache::getInstance().useProgram(mState); if (mesh.getTexCoordsSize()) { glEnableVertexAttribArray(Program::texCoords); glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE, mesh.getByteStride(), mesh.getTexCoords()); } glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE, mesh.getByteStride(), mesh.getPositions()); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); if (mesh.getTexCoordsSize()) { glDisableVertexAttribArray(Program::texCoords); } } void GLES20RenderEngine::dump(String8& result) { RenderEngine::dump(result); } // --------------------------------------------------------------------------- }; // namespace android // --------------------------------------------------------------------------- #if defined(__gl_h_) #error "don't include gl/gl.h in this file" #endif