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/*
* Copyright (C) 2012 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.
*/
package com.example.android.mediafx;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class TextureRenderer {
private int mProgram;
private int mTexSamplerHandle;
private int mTexCoordHandle;
private int mPosCoordHandle;
private FloatBuffer mTexVertices;
private FloatBuffer mPosVertices;
private int mViewWidth;
private int mViewHeight;
private int mTexWidth;
private int mTexHeight;
private static final String VERTEX_SHADER =
"attribute vec4 a_position;\n" +
"attribute vec2 a_texcoord;\n" +
"varying vec2 v_texcoord;\n" +
"void main() {\n" +
" gl_Position = a_position;\n" +
" v_texcoord = a_texcoord;\n" +
"}\n";
private static final String FRAGMENT_SHADER =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler;\n" +
"varying vec2 v_texcoord;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(tex_sampler, v_texcoord);\n" +
"}\n";
private static final float[] TEX_VERTICES = {
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
private static final float[] POS_VERTICES = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f
};
private static final int FLOAT_SIZE_BYTES = 4;
public void init() {
// Create program
mProgram = GLToolbox.createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
// Bind attributes and uniforms
mTexSamplerHandle = GLES20.glGetUniformLocation(mProgram,
"tex_sampler");
mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_texcoord");
mPosCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_position");
// Setup coordinate buffers
mTexVertices = ByteBuffer.allocateDirect(
TEX_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTexVertices.put(TEX_VERTICES).position(0);
mPosVertices = ByteBuffer.allocateDirect(
POS_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mPosVertices.put(POS_VERTICES).position(0);
}
public void tearDown() {
GLES20.glDeleteProgram(mProgram);
}
public void updateTextureSize(int texWidth, int texHeight) {
mTexWidth = texWidth;
mTexHeight = texHeight;
computeOutputVertices();
}
public void updateViewSize(int viewWidth, int viewHeight) {
mViewWidth = viewWidth;
mViewHeight = viewHeight;
computeOutputVertices();
}
public void renderTexture(int texId) {
// Bind default FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
// Use our shader program
GLES20.glUseProgram(mProgram);
GLToolbox.checkGlError("glUseProgram");
// Set viewport
GLES20.glViewport(0, 0, mViewWidth, mViewHeight);
GLToolbox.checkGlError("glViewport");
// Disable blending
GLES20.glDisable(GLES20.GL_BLEND);
// Set the vertex attributes
GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false,
0, mTexVertices);
GLES20.glEnableVertexAttribArray(mTexCoordHandle);
GLES20.glVertexAttribPointer(mPosCoordHandle, 2, GLES20.GL_FLOAT, false,
0, mPosVertices);
GLES20.glEnableVertexAttribArray(mPosCoordHandle);
GLToolbox.checkGlError("vertex attribute setup");
// Set the input texture
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLToolbox.checkGlError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
GLToolbox.checkGlError("glBindTexture");
GLES20.glUniform1i(mTexSamplerHandle, 0);
// Draw
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
private void computeOutputVertices() {
if (mPosVertices != null) {
float imgAspectRatio = mTexWidth / (float)mTexHeight;
float viewAspectRatio = mViewWidth / (float)mViewHeight;
float relativeAspectRatio = viewAspectRatio / imgAspectRatio;
float x0, y0, x1, y1;
if (relativeAspectRatio > 1.0f) {
x0 = -1.0f / relativeAspectRatio;
y0 = -1.0f;
x1 = 1.0f / relativeAspectRatio;
y1 = 1.0f;
} else {
x0 = -1.0f;
y0 = -relativeAspectRatio;
x1 = 1.0f;
y1 = relativeAspectRatio;
}
float[] coords = new float[] { x0, y0, x1, y0, x0, y1, x1, y1 };
mPosVertices.put(coords).position(0);
}
}
}
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