| /* |
| * Copyright 2015 The WebRTC project authors. All Rights Reserved. |
| * |
| * Use of this source code is governed by a BSD-style license |
| * that can be found in the LICENSE file in the root of the source |
| * tree. An additional intellectual property rights grant can be found |
| * in the file PATENTS. All contributing project authors may |
| * be found in the AUTHORS file in the root of the source tree. |
| */ |
| |
| package org.webrtc; |
| |
| import android.opengl.GLES11Ext; |
| import android.opengl.GLES20; |
| import java.nio.FloatBuffer; |
| import java.util.IdentityHashMap; |
| import java.util.Map; |
| |
| /** |
| * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and |
| * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either |
| * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw |
| * calls, this is intentional to maximize performance. The function release() must be called |
| * manually to free the resources held by this object. |
| */ |
| public class GlRectDrawer implements RendererCommon.GlDrawer { |
| // clang-format off |
| // Simple vertex shader, used for both YUV and OES. |
| private static final String VERTEX_SHADER_STRING = |
| "varying vec2 interp_tc;\n" |
| + "attribute vec4 in_pos;\n" |
| + "attribute vec4 in_tc;\n" |
| + "\n" |
| + "uniform mat4 texMatrix;\n" |
| + "\n" |
| + "void main() {\n" |
| + " gl_Position = in_pos;\n" |
| + " interp_tc = (texMatrix * in_tc).xy;\n" |
| + "}\n"; |
| |
| private static final String YUV_FRAGMENT_SHADER_STRING = |
| "precision mediump float;\n" |
| + "varying vec2 interp_tc;\n" |
| + "\n" |
| + "uniform sampler2D y_tex;\n" |
| + "uniform sampler2D u_tex;\n" |
| + "uniform sampler2D v_tex;\n" |
| + "\n" |
| + "void main() {\n" |
| // CSC according to http://www.fourcc.org/fccyvrgb.php |
| + " float y = texture2D(y_tex, interp_tc).r;\n" |
| + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n" |
| + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n" |
| + " gl_FragColor = vec4(y + 1.403 * v, " |
| + " y - 0.344 * u - 0.714 * v, " |
| + " y + 1.77 * u, 1);\n" |
| + "}\n"; |
| |
| private static final String RGB_FRAGMENT_SHADER_STRING = |
| "precision mediump float;\n" |
| + "varying vec2 interp_tc;\n" |
| + "\n" |
| + "uniform sampler2D rgb_tex;\n" |
| + "\n" |
| + "void main() {\n" |
| + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n" |
| + "}\n"; |
| |
| private static final String OES_FRAGMENT_SHADER_STRING = |
| "#extension GL_OES_EGL_image_external : require\n" |
| + "precision mediump float;\n" |
| + "varying vec2 interp_tc;\n" |
| + "\n" |
| + "uniform samplerExternalOES oes_tex;\n" |
| + "\n" |
| + "void main() {\n" |
| + " gl_FragColor = texture2D(oes_tex, interp_tc);\n" |
| + "}\n"; |
| // clang-format on |
| |
| // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is |
| // top-right. |
| private static final FloatBuffer FULL_RECTANGLE_BUF = GlUtil.createFloatBuffer(new float[] { |
| -1.0f, -1.0f, // Bottom left. |
| 1.0f, -1.0f, // Bottom right. |
| -1.0f, 1.0f, // Top left. |
| 1.0f, 1.0f, // Top right. |
| }); |
| |
| // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. |
| private static final FloatBuffer FULL_RECTANGLE_TEX_BUF = GlUtil.createFloatBuffer(new float[] { |
| 0.0f, 0.0f, // Bottom left. |
| 1.0f, 0.0f, // Bottom right. |
| 0.0f, 1.0f, // Top left. |
| 1.0f, 1.0f // Top right. |
| }); |
| |
| private static class Shader { |
| public final GlShader glShader; |
| public final int texMatrixLocation; |
| |
| public Shader(String fragmentShader) { |
| this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader); |
| this.texMatrixLocation = glShader.getUniformLocation("texMatrix"); |
| } |
| } |
| |
| // The keys are one of the fragments shaders above. |
| private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>(); |
| |
| /** |
| * Draw an OES texture frame with specified texture transformation matrix. Required resources are |
| * allocated at the first call to this function. |
| */ |
| @Override |
| public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight, |
| int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
| prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix); |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
| // updateTexImage() may be called from another thread in another EGL context, so we need to |
| // bind/unbind the texture in each draw call so that GLES understads it's a new texture. |
| GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId); |
| drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
| GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); |
| } |
| |
| /** |
| * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources |
| * are allocated at the first call to this function. |
| */ |
| @Override |
| public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight, |
| int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
| prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix); |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); |
| drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
| // Unbind the texture as a precaution. |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
| } |
| |
| /** |
| * Draw a YUV frame with specified texture transformation matrix. Required resources are |
| * allocated at the first call to this function. |
| */ |
| @Override |
| public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight, |
| int viewportX, int viewportY, int viewportWidth, int viewportHeight) { |
| prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix); |
| // Bind the textures. |
| for (int i = 0; i < 3; ++i) { |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]); |
| } |
| drawRectangle(viewportX, viewportY, viewportWidth, viewportHeight); |
| // Unbind the textures as a precaution.. |
| for (int i = 0; i < 3; ++i) { |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); |
| } |
| } |
| |
| private void drawRectangle(int x, int y, int width, int height) { |
| // Draw quad. |
| GLES20.glViewport(x, y, width, height); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); |
| } |
| |
| private void prepareShader(String fragmentShader, float[] texMatrix) { |
| final Shader shader; |
| if (shaders.containsKey(fragmentShader)) { |
| shader = shaders.get(fragmentShader); |
| } else { |
| // Lazy allocation. |
| shader = new Shader(fragmentShader); |
| shaders.put(fragmentShader, shader); |
| shader.glShader.useProgram(); |
| // Initialize fragment shader uniform values. |
| if (YUV_FRAGMENT_SHADER_STRING.equals(fragmentShader)) { |
| GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0); |
| GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1); |
| GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2); |
| } else if (RGB_FRAGMENT_SHADER_STRING.equals(fragmentShader)) { |
| GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0); |
| } else if (OES_FRAGMENT_SHADER_STRING.equals(fragmentShader)) { |
| GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0); |
| } else { |
| throw new IllegalStateException("Unknown fragment shader: " + fragmentShader); |
| } |
| GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); |
| // Initialize vertex shader attributes. |
| shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF); |
| shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF); |
| } |
| shader.glShader.useProgram(); |
| // Copy the texture transformation matrix over. |
| GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0); |
| } |
| |
| /** |
| * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked. |
| */ |
| @Override |
| public void release() { |
| for (Shader shader : shaders.values()) { |
| shader.glShader.release(); |
| } |
| shaders.clear(); |
| } |
| } |