rsProgramVertex.cpp revision c460e55d78cbe8bee95c5c947dfe541218142a5b
1/* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "rsContext.h" 18#include "rsProgramVertex.h" 19 20#include <GLES/gl.h> 21#include <GLES/glext.h> 22#include <GLES2/gl2.h> 23#include <GLES2/gl2ext.h> 24 25using namespace android; 26using namespace android::renderscript; 27 28 29ProgramVertex::ProgramVertex(Context *rsc, Element *in, Element *out) : 30 Program(rsc, in, out) 31{ 32 mAllocFile = __FILE__; 33 mAllocLine = __LINE__; 34 mTextureMatrixEnable = false; 35 mLightCount = 0; 36} 37 38ProgramVertex::~ProgramVertex() 39{ 40} 41 42static void logMatrix(const char *txt, const float *f) 43{ 44 LOGV("Matrix %s, %p", txt, f); 45 LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[0], f[4], f[8], f[12]); 46 LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[1], f[5], f[9], f[13]); 47 LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[2], f[6], f[10], f[14]); 48 LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[3], f[7], f[11], f[15]); 49} 50 51void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state) 52{ 53 if ((state->mLast.get() == this) && !mDirty) { 54 return; 55 } 56 state->mLast.set(this); 57 58 const float *f = static_cast<const float *>(mConstants->getPtr()); 59 60 glMatrixMode(GL_TEXTURE); 61 if (mTextureMatrixEnable) { 62 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]); 63 } else { 64 glLoadIdentity(); 65 } 66 67 glMatrixMode(GL_MODELVIEW); 68 glLoadIdentity(); 69 if (mLightCount) { 70 int v = 0; 71 glEnable(GL_LIGHTING); 72 glLightModelxv(GL_LIGHT_MODEL_TWO_SIDE, &v); 73 for (uint32_t ct = 0; ct < mLightCount; ct++) { 74 const Light *l = mLights[ct].get(); 75 glEnable(GL_LIGHT0 + ct); 76 l->setupGL(ct); 77 } 78 for (uint32_t ct = mLightCount; ct < MAX_LIGHTS; ct++) { 79 glDisable(GL_LIGHT0 + ct); 80 } 81 } else { 82 glDisable(GL_LIGHTING); 83 } 84 85 if (!f) { 86 LOGE("Must bind constants to vertex program"); 87 } 88 89 glMatrixMode(GL_PROJECTION); 90 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 91 glMatrixMode(GL_MODELVIEW); 92 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); 93 94 mDirty = false; 95} 96 97void ProgramVertex::loadShader() { 98 Program::loadShader(GL_VERTEX_SHADER); 99} 100 101void ProgramVertex::createShader() 102{ 103 mShader.setTo(""); 104 105 for (uint32_t ct=0; ct < mAttribCount; ct++) { 106 mShader.append("attribute vec4 "); 107 mShader.append(mAttribNames[ct]); 108 mShader.append(";\n"); 109 } 110 111 for (uint32_t ct=0; ct < mUniformCount; ct++) { 112 mShader.append("uniform mat4 "); 113 mShader.append(mUniformNames[ct]); 114 mShader.append(";\n"); 115 } 116 117 mShader.append("varying vec4 varColor;\n"); 118 mShader.append("varying vec4 varTex0;\n"); 119 120 mShader.append("void main() {\n"); 121 mShader.append(" gl_Position = uni_MVP * attrib_Position;\n"); 122 mShader.append(" varColor = attrib_Color;\n"); 123 if (mTextureMatrixEnable) { 124 mShader.append(" varTex0 = uni_TexMatrix * attrib_T0;\n"); 125 } else { 126 mShader.append(" varTex0 = attrib_T0;\n"); 127 } 128 //mShader.append(" pos.x = pos.x / 480.0;\n"); 129 //mShader.append(" pos.y = pos.y / 800.0;\n"); 130 //mShader.append(" gl_Position = pos;\n"); 131 mShader.append("}\n"); 132} 133 134void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc) 135{ 136 //LOGE("sgl2 vtx1 %x", glGetError()); 137 if ((state->mLast.get() == this) && !mDirty) { 138 //return; 139 } 140 141 const float *f = static_cast<const float *>(mConstants->getPtr()); 142 143 Matrix mvp; 144 mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 145 Matrix t; 146 t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); 147 mvp.multiply(&t); 148 149 glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m); 150 if (mTextureMatrixEnable) { 151 glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE, 152 &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]); 153 } 154 155 state->mLast.set(this); 156 //LOGE("sgl2 vtx2 %x", glGetError()); 157} 158 159void ProgramVertex::addLight(const Light *l) 160{ 161 if (mLightCount < MAX_LIGHTS) { 162 mLights[mLightCount].set(l); 163 mLightCount++; 164 } 165} 166 167void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const 168{ 169 float *f = static_cast<float *>(mConstants->getPtr()); 170 memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix)); 171 mDirty = true; 172} 173 174void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const 175{ 176 float *f = static_cast<float *>(mConstants->getPtr()); 177 memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix)); 178 mDirty = true; 179} 180 181void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const 182{ 183 float *f = static_cast<float *>(mConstants->getPtr()); 184 memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix)); 185 mDirty = true; 186} 187 188void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const 189{ 190 float *f = static_cast<float *>(mConstants->getPtr()); 191 Matrix mvp; 192 mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], 193 (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 194 mvp.vectorMultiply(v4out, v3in); 195} 196 197void ProgramVertex::init(Context *rsc) 198{ 199 mAttribCount = 6; 200 mAttribNames[VertexArray::POSITION].setTo("attrib_Position"); 201 mAttribNames[VertexArray::COLOR].setTo("attrib_Color"); 202 mAttribNames[VertexArray::NORMAL].setTo("attrib_Normal"); 203 mAttribNames[VertexArray::POINT_SIZE].setTo("attrib_PointSize"); 204 mAttribNames[VertexArray::TEXTURE_0].setTo("attrib_T0"); 205 mAttribNames[VertexArray::TEXTURE_1].setTo("attrib_T1"); 206 207 mUniformCount = 2; 208 mUniformNames[0].setTo("uni_MVP"); 209 mUniformNames[1].setTo("uni_TexMatrix"); 210 211 createShader(); 212} 213 214 215/////////////////////////////////////////////////////////////////////// 216 217ProgramVertexState::ProgramVertexState() 218{ 219 mPV = NULL; 220} 221 222ProgramVertexState::~ProgramVertexState() 223{ 224 delete mPV; 225} 226 227void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h) 228{ 229 rsi_ElementBegin(rsc); 230 rsi_ElementAdd(rsc, RS_KIND_USER, RS_TYPE_FLOAT, false, 32, NULL); 231 RsElement e = rsi_ElementCreate(rsc); 232 233 rsi_TypeBegin(rsc, e); 234 rsi_TypeAdd(rsc, RS_DIMENSION_X, 48); 235 mAllocType.set((Type *)rsi_TypeCreate(rsc)); 236 237 ProgramVertex *pv = new ProgramVertex(rsc, NULL, NULL); 238 Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get()); 239 mDefaultAlloc.set(alloc); 240 mDefault.set(pv); 241 pv->init(rsc); 242 pv->bindAllocation(alloc); 243 244 updateSize(rsc, w, h); 245} 246 247void ProgramVertexState::updateSize(Context *rsc, int32_t w, int32_t h) 248{ 249 Matrix m; 250 m.loadOrtho(0,w, h,0, -1,1); 251 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4); 252 253 m.loadIdentity(); 254 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4); 255} 256 257void ProgramVertexState::deinit(Context *rsc) 258{ 259 mDefaultAlloc.clear(); 260 mDefault.clear(); 261 mAllocType.clear(); 262 mLast.clear(); 263 delete mPV; 264 mPV = NULL; 265} 266 267 268namespace android { 269namespace renderscript { 270 271void rsi_ProgramVertexBegin(Context *rsc, RsElement in, RsElement out) 272{ 273 delete rsc->mStateVertex.mPV; 274 rsc->mStateVertex.mPV = new ProgramVertex(rsc, (Element *)in, (Element *)out); 275} 276 277RsProgramVertex rsi_ProgramVertexCreate(Context *rsc) 278{ 279 ProgramVertex *pv = rsc->mStateVertex.mPV; 280 pv->incUserRef(); 281 pv->init(rsc); 282 rsc->mStateVertex.mPV = 0; 283 return pv; 284} 285 286void rsi_ProgramVertexBindAllocation(Context *rsc, RsProgramVertex vpgm, RsAllocation constants) 287{ 288 ProgramVertex *pv = static_cast<ProgramVertex *>(vpgm); 289 pv->bindAllocation(static_cast<Allocation *>(constants)); 290} 291 292void rsi_ProgramVertexSetTextureMatrixEnable(Context *rsc, bool enable) 293{ 294 rsc->mStateVertex.mPV->setTextureMatrixEnable(enable); 295} 296 297void rsi_ProgramVertexAddLight(Context *rsc, RsLight light) 298{ 299 rsc->mStateVertex.mPV->addLight(static_cast<const Light *>(light)); 300} 301 302 303} 304} 305