| /* | |
| * libjingle | |
| * Copyright 2015 Google Inc. | |
| * | |
| * Redistribution and use in source and binary forms, with or without | |
| * modification, are permitted provided that the following conditions are met: | |
| * | |
| * 1. Redistributions of source code must retain the above copyright notice, | |
| * this list of conditions and the following disclaimer. | |
| * 2. Redistributions in binary form must reproduce the above copyright notice, | |
| * this list of conditions and the following disclaimer in the documentation | |
| * and/or other materials provided with the distribution. | |
| * 3. The name of the author may not be used to endorse or promote products | |
| * derived from this software without specific prior written permission. | |
| * | |
| * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED | |
| * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF | |
| * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO | |
| * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
| * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; | |
| * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
| * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR | |
| * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF | |
| * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| */ | |
| package org.webrtc; | |
| import android.opengl.GLES11Ext; | |
| import android.opengl.GLES20; | |
| import org.webrtc.GlShader; | |
| import org.webrtc.GlUtil; | |
| import java.nio.ByteBuffer; | |
| import java.nio.FloatBuffer; | |
| import java.util.Arrays; | |
| /** | |
| * Helper class to draw a quad that covers the entire viewport. 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 { | |
| // 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 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"; | |
| 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. | |
| }); | |
| 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 GlShader oesShader; | |
| private GlShader yuvShader; | |
| private GlShader currentShader; | |
| private float[] currentTexMatrix; | |
| private int texMatrixLocation; | |
| private void initGeometry(GlShader shader) { | |
| shader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF); | |
| shader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF); | |
| } | |
| /** | |
| * Draw an OES texture frame with specified texture transformation matrix. Required resources are | |
| * allocated at the first call to this function. | |
| */ | |
| public void drawOes(int oesTextureId, float[] texMatrix) { | |
| // Lazy allocation. | |
| if (oesShader == null) { | |
| oesShader = new GlShader(VERTEX_SHADER_STRING, OES_FRAGMENT_SHADER_STRING); | |
| oesShader.useProgram(); | |
| initGeometry(oesShader); | |
| } | |
| // Set GLES state to OES. | |
| if (currentShader != oesShader) { | |
| currentShader = oesShader; | |
| oesShader.useProgram(); | |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0); | |
| currentTexMatrix = null; | |
| texMatrixLocation = oesShader.getUniformLocation("texMatrix"); | |
| } | |
| // 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(texMatrix); | |
| GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); | |
| } | |
| /** | |
| * Draw a YUV frame with specified texture transformation matrix. Required resources are | |
| * allocated at the first call to this function. | |
| */ | |
| public void drawYuv(int width, int height, int[] yuvTextures, float[] texMatrix) { | |
| // Lazy allocation. | |
| if (yuvShader == null) { | |
| yuvShader = new GlShader(VERTEX_SHADER_STRING, YUV_FRAGMENT_SHADER_STRING); | |
| yuvShader.useProgram(); | |
| // Set texture samplers. | |
| GLES20.glUniform1i(yuvShader.getUniformLocation("y_tex"), 0); | |
| GLES20.glUniform1i(yuvShader.getUniformLocation("u_tex"), 1); | |
| GLES20.glUniform1i(yuvShader.getUniformLocation("v_tex"), 2); | |
| GlUtil.checkNoGLES2Error("y/u/v_tex glGetUniformLocation"); | |
| initGeometry(yuvShader); | |
| } | |
| // Set GLES state to YUV. | |
| if (currentShader != yuvShader) { | |
| currentShader = yuvShader; | |
| yuvShader.useProgram(); | |
| currentTexMatrix = null; | |
| texMatrixLocation = yuvShader.getUniformLocation("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(texMatrix); | |
| } | |
| private void drawRectangle(float[] texMatrix) { | |
| // Try avoid uploading the texture if possible. | |
| if (!Arrays.equals(currentTexMatrix, texMatrix)) { | |
| currentTexMatrix = texMatrix.clone(); | |
| // Copy the texture transformation matrix over. | |
| GLES20.glUniformMatrix4fv(texMatrixLocation, 1, false, texMatrix, 0); | |
| } | |
| // Draw quad. | |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); | |
| } | |
| /** | |
| * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked. | |
| */ | |
| public void release() { | |
| if (oesShader != null) { | |
| oesShader.release(); | |
| oesShader = null; | |
| } | |
| if (yuvShader != null) { | |
| yuvShader.release(); | |
| yuvShader = null; | |
| } | |
| } | |
| } |