/* * 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. */ #include #include #include #include #include "GLES11RenderEngine.h" #include "Mesh.h" // --------------------------------------------------------------------------- namespace android { // --------------------------------------------------------------------------- GLES11RenderEngine::GLES11RenderEngine() { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ALIGNMENT, 4); glEnableClientState(GL_VERTEX_ARRAY); glShadeModel(GL_FLAT); glDisable(GL_DITHER); glDisable(GL_CULL_FACE); 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); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterx(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); } GLES11RenderEngine::~GLES11RenderEngine() { } size_t GLES11RenderEngine::getMaxTextureSize() const { return mMaxTextureSize; } size_t GLES11RenderEngine::getMaxViewportDims() const { return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1]; } void GLES11RenderEngine::setViewportAndProjection( size_t vpw, size_t vph, size_t w, size_t h, bool yswap) { glViewport(0, 0, vpw, vph); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // put the origin in the left-bottom corner if (yswap) glOrthof(0, w, h, 0, 0, 1); else glOrthof(0, w, 0, h, 0, 1); glMatrixMode(GL_MODELVIEW); } void GLES11RenderEngine::setupLayerBlending( bool premultipliedAlpha, bool opaque, int alpha) { GLenum combineRGB; GLenum combineAlpha; GLenum src0Alpha; GLfloat envColor[4]; if (CC_UNLIKELY(alpha < 0xFF)) { // Cv = premultiplied ? Cs*alpha : Cs // Av = !opaque ? As*alpha : As combineRGB = premultipliedAlpha ? GL_MODULATE : GL_REPLACE; combineAlpha = !opaque ? GL_MODULATE : GL_REPLACE; src0Alpha = GL_CONSTANT; envColor[0] = alpha * (1.0f / 255.0f); } else { // Cv = Cs // Av = opaque ? 1.0 : As combineRGB = GL_REPLACE; combineAlpha = GL_REPLACE; src0Alpha = opaque ? GL_CONSTANT : GL_TEXTURE; envColor[0] = 1.0f; } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, combineRGB); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); if (combineRGB == GL_MODULATE) { glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); } glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, combineAlpha); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, src0Alpha); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); if (combineAlpha == GL_MODULATE) { glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } if (combineRGB == GL_MODULATE || src0Alpha == GL_CONSTANT) { envColor[1] = envColor[0]; envColor[2] = envColor[0]; envColor[3] = envColor[0]; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColor); } if (alpha < 0xFF || !opaque) { glEnable(GL_BLEND); glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } void GLES11RenderEngine::setupDimLayerBlending(int alpha) { glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); if (alpha == 0xFF) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } glColor4f(0, 0, 0, alpha/255.0f); } void GLES11RenderEngine::setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix) { glBindTexture(GL_TEXTURE_EXTERNAL_OES, textureName); GLenum filter = GL_NEAREST; if (useFiltering) { filter = GL_LINEAR; } glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, filter); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, filter); glMatrixMode(GL_TEXTURE); glLoadMatrixf(textureMatrix); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_EXTERNAL_OES); } void GLES11RenderEngine::setupLayerBlackedOut() { glBindTexture(GL_TEXTURE_2D, mProtectedTexName); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_EXTERNAL_OES); glEnable(GL_TEXTURE_2D); } void GLES11RenderEngine::disableTexturing() { glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); } void GLES11RenderEngine::disableBlending() { glDisable(GL_BLEND); } void GLES11RenderEngine::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 glGenFramebuffersOES(1, &name); glBindFramebufferOES(GL_FRAMEBUFFER_OES, name); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0); *status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); *texName = tname; *fbName = name; } void GLES11RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) { glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); glDeleteFramebuffersOES(1, &fbName); glDeleteTextures(1, &texName); } void GLES11RenderEngine::fillWithColor(const Mesh& mesh, float r, float g, float b, float a) { glColor4f(r, g, b, a); glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glVertexPointer(mesh.getVertexSize(), GL_FLOAT, mesh.getByteStride(), mesh.getPositions()); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); } void GLES11RenderEngine::drawMesh(const Mesh& mesh) { if (mesh.getTexCoordsSize()) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(mesh.getTexCoordsSize(), GL_FLOAT, mesh.getByteStride(), mesh.getTexCoords()); } glVertexPointer(mesh.getVertexSize(), GL_FLOAT, mesh.getByteStride(), mesh.getPositions()); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); if (mesh.getTexCoordsSize()) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } void GLES11RenderEngine::dump(String8& result) { RenderEngine::dump(result); } // --------------------------------------------------------------------------- }; // namespace android // --------------------------------------------------------------------------- #if defined(__gl2_h_) #error "don't include gl2/gl2.h in this file" #endif