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