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/*
* 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 (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
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 (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
} else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
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();
}
}