rsProgramVertex.cpp revision 4c9a208262a1fc9ba062d21b8c6c787b8a822991
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, bool texMat) :
30    Program(rsc)
31{
32    mAllocFile = __FILE__;
33    mAllocLine = __LINE__;
34    mTextureMatrixEnable = texMat;
35    mLightCount = 0;
36    init(rsc);
37}
38
39ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText,
40                             uint32_t shaderLength, const uint32_t * params,
41                             uint32_t paramLength) :
42    Program(rsc, shaderText, shaderLength, params, paramLength)
43{
44    mAllocFile = __FILE__;
45    mAllocLine = __LINE__;
46    mTextureMatrixEnable = false;
47    mLightCount = 0;
48
49    init(rsc);
50}
51
52ProgramVertex::~ProgramVertex()
53{
54}
55
56static void logMatrix(const char *txt, const float *f)
57{
58    LOGV("Matrix %s, %p", txt, f);
59    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[0], f[4], f[8], f[12]);
60    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[1], f[5], f[9], f[13]);
61    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[2], f[6], f[10], f[14]);
62    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[3], f[7], f[11], f[15]);
63}
64
65void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state)
66{
67    if ((state->mLast.get() == this) && !mDirty) {
68        return;
69    }
70    state->mLast.set(this);
71
72    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
73
74    glMatrixMode(GL_TEXTURE);
75    if (mTextureMatrixEnable) {
76        glLoadMatrixf(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
77    } else {
78        glLoadIdentity();
79    }
80
81    glMatrixMode(GL_MODELVIEW);
82    glLoadIdentity();
83    if (mLightCount) {
84        int v = 0;
85        glEnable(GL_LIGHTING);
86        glLightModelxv(GL_LIGHT_MODEL_TWO_SIDE, &v);
87        for (uint32_t ct = 0; ct < mLightCount; ct++) {
88            const Light *l = mLights[ct].get();
89            glEnable(GL_LIGHT0 + ct);
90            l->setupGL(ct);
91        }
92        for (uint32_t ct = mLightCount; ct < MAX_LIGHTS; ct++) {
93            glDisable(GL_LIGHT0 + ct);
94        }
95    } else {
96        glDisable(GL_LIGHTING);
97    }
98
99    if (!f) {
100        LOGE("Must bind constants to vertex program");
101    }
102
103    glMatrixMode(GL_PROJECTION);
104    glLoadMatrixf(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
105    glMatrixMode(GL_MODELVIEW);
106    glLoadMatrixf(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
107
108    mDirty = false;
109}
110
111void ProgramVertex::loadShader(Context *rsc) {
112    Program::loadShader(rsc, GL_VERTEX_SHADER);
113}
114
115void ProgramVertex::createShader()
116{
117    mShader.setTo("");
118
119    mShader.append("varying vec4 varColor;\n");
120    mShader.append("varying vec4 varTex0;\n");
121
122    if (mUserShader.length() > 1) {
123        mShader.append("uniform mat4 ");
124        mShader.append(mUniformNames[0]);
125        mShader.append(";\n");
126
127        for (uint32_t ct=0; ct < mConstantCount; ct++) {
128            const Element *e = mConstantTypes[ct]->getElement();
129            for (uint32_t field=0; field < e->getFieldCount(); field++) {
130                const Element *f = e->getField(field);
131
132                // Cannot be complex
133                rsAssert(!f->getFieldCount());
134                switch(f->getComponent().getVectorSize()) {
135                case 1: mShader.append("uniform float UNI_"); break;
136                case 2: mShader.append("uniform vec2 UNI_"); break;
137                case 3: mShader.append("uniform vec3 UNI_"); break;
138                case 4: mShader.append("uniform vec4 UNI_"); break;
139                default:
140                    rsAssert(0);
141                }
142
143                mShader.append(e->getFieldName(field));
144                mShader.append(";\n");
145            }
146        }
147
148
149        for (uint32_t ct=0; ct < mInputCount; ct++) {
150            const Element *e = mInputElements[ct].get();
151            for (uint32_t field=0; field < e->getFieldCount(); field++) {
152                const Element *f = e->getField(field);
153
154                // Cannot be complex
155                rsAssert(!f->getFieldCount());
156                switch(f->getComponent().getVectorSize()) {
157                case 1: mShader.append("attribute float ATTRIB_"); break;
158                case 2: mShader.append("attribute vec2 ATTRIB_"); break;
159                case 3: mShader.append("attribute vec3 ATTRIB_"); break;
160                case 4: mShader.append("attribute vec4 ATTRIB_"); break;
161                default:
162                    rsAssert(0);
163                }
164
165                mShader.append(e->getFieldName(field));
166                mShader.append(";\n");
167            }
168        }
169        mShader.append(mUserShader);
170    } else {
171        for (uint32_t ct=0; ct < mUniformCount; ct++) {
172            mShader.append("uniform mat4 ");
173            mShader.append(mUniformNames[ct]);
174            mShader.append(";\n");
175        }
176
177        for (uint32_t ct=VertexArray::POSITION; ct < mAttribCount; ct++) {
178            mShader.append("attribute vec4 ");
179            mShader.append(mAttribNames[ct]);
180            mShader.append(";\n");
181        }
182
183        mShader.append("void main() {\n");
184        mShader.append("  gl_Position = UNI_MVP * ATTRIB_Position;\n");
185        mShader.append("  gl_PointSize = ATTRIB_PointSize.x;\n");
186
187        mShader.append("  varColor = ATTRIB_Color;\n");
188        if (mTextureMatrixEnable) {
189            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_Texture;\n");
190        } else {
191            mShader.append("  varTex0 = ATTRIB_Texture;\n");
192        }
193        //mShader.append("  pos.x = pos.x / 480.0;\n");
194        //mShader.append("  pos.y = pos.y / 800.0;\n");
195        //mShader.append("  gl_Position = pos;\n");
196        mShader.append("}\n");
197    }
198}
199
200void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc)
201{
202    //LOGE("sgl2 vtx1 %x", glGetError());
203    if ((state->mLast.get() == this) && !mDirty) {
204        //return;
205    }
206
207    glVertexAttrib4f(1, state->color[0], state->color[1], state->color[2], state->color[3]);
208
209    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
210
211    Matrix mvp;
212    mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
213    Matrix t;
214    t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
215    mvp.multiply(&t);
216
217    glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
218    if (mTextureMatrixEnable) {
219        glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
220                           &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
221    }
222
223    uint32_t uidx = 1;
224    for (uint32_t ct=0; ct < mConstantCount; ct++) {
225        Allocation *alloc = mConstants[ct+1].get();
226        if (!alloc) {
227            continue;
228        }
229
230        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
231        const Element *e = mConstantTypes[ct]->getElement();
232        for (uint32_t field=0; field < e->getFieldCount(); field++) {
233            const Element *f = e->getField(field);
234            uint32_t offset = e->getFieldOffsetBytes(field);
235            int32_t slot = sc->vtxUniformSlot(uidx);
236
237            const float *fd = reinterpret_cast<const float *>(&data[offset]);
238
239            //LOGE("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i", slot, offset, ct, field, uidx);
240            if (slot >= 0) {
241                switch(f->getComponent().getVectorSize()) {
242                case 1:
243                    //LOGE("Uniform 1 = %f", fd[0]);
244                    glUniform1fv(slot, 1, fd);
245                    break;
246                case 2:
247                    //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
248                    glUniform2fv(slot, 1, fd);
249                    break;
250                case 3:
251                    //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
252                    glUniform3fv(slot, 1, fd);
253                    break;
254                case 4:
255                    //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
256                    glUniform4fv(slot, 1, fd);
257                    break;
258                default:
259                    rsAssert(0);
260                }
261            }
262            uidx ++;
263        }
264    }
265
266    for (uint32_t ct=0; ct < mConstantCount; ct++) {
267        uint32_t glSlot = sc->vtxUniformSlot(ct + 1);
268
269    }
270
271    state->mLast.set(this);
272    rsc->checkError("ProgramVertex::setupGL2");
273}
274
275void ProgramVertex::addLight(const Light *l)
276{
277    if (mLightCount < MAX_LIGHTS) {
278        mLights[mLightCount].set(l);
279        mLightCount++;
280    }
281}
282
283void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
284{
285    float *f = static_cast<float *>(mConstants[0]->getPtr());
286    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
287    mDirty = true;
288}
289
290void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
291{
292    float *f = static_cast<float *>(mConstants[0]->getPtr());
293    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
294    mDirty = true;
295}
296
297void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
298{
299    float *f = static_cast<float *>(mConstants[0]->getPtr());
300    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
301    mDirty = true;
302}
303
304void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
305{
306    float *f = static_cast<float *>(mConstants[0]->getPtr());
307    Matrix mvp;
308    mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
309                     (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
310    mvp.vectorMultiply(v4out, v3in);
311}
312
313void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
314{
315    rsAssert(e->getFieldCount());
316    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
317        const Element *ce = e->getField(ct);
318        if (ce->getFieldCount()) {
319            initAddUserElement(ce, names, count, prefix);
320        } else {
321            String8 tmp(prefix);
322            tmp.append(e->getFieldName(ct));
323            names[*count].setTo(tmp.string());
324            (*count)++;
325        }
326    }
327}
328
329void ProgramVertex::init(Context *rsc)
330{
331    if (mUserShader.size() > 0) {
332        mAttribCount = 0;
333        for (uint32_t ct=0; ct < mInputCount; ct++) {
334            initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
335        }
336
337        mUniformCount = 1;
338        mUniformNames[0].setTo("UNI_MVP");
339        for (uint32_t ct=0; ct < mConstantCount; ct++) {
340            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
341        }
342    } else {
343        mAttribCount = 5;
344        mAttribNames[0].setTo("ATTRIB_Position");
345        mAttribNames[1].setTo("ATTRIB_Color");
346        mAttribNames[2].setTo("ATTRIB_Normal");
347        mAttribNames[3].setTo("ATTRIB_PointSize");
348        mAttribNames[4].setTo("ATTRIB_Texture");
349
350        mUniformCount = 2;
351        mUniformNames[0].setTo("UNI_MVP");
352        mUniformNames[1].setTo("UNI_TexMatrix");
353    }
354
355    createShader();
356}
357
358
359///////////////////////////////////////////////////////////////////////
360
361ProgramVertexState::ProgramVertexState()
362{
363}
364
365ProgramVertexState::~ProgramVertexState()
366{
367}
368
369void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h)
370{
371    RsElement e = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
372
373    rsi_TypeBegin(rsc, e);
374    rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
375    mAllocType.set((Type *)rsi_TypeCreate(rsc));
376
377    ProgramVertex *pv = new ProgramVertex(rsc, false);
378    Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
379    mDefaultAlloc.set(alloc);
380    mDefault.set(pv);
381    pv->init(rsc);
382    pv->bindAllocation(alloc, 0);
383
384    color[0] = 1.f;
385    color[1] = 1.f;
386    color[2] = 1.f;
387    color[3] = 1.f;
388
389    updateSize(rsc, w, h);
390}
391
392void ProgramVertexState::updateSize(Context *rsc, int32_t w, int32_t h)
393{
394    Matrix m;
395    m.loadOrtho(0,w, h,0, -1,1);
396    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
397
398    m.loadIdentity();
399    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
400}
401
402void ProgramVertexState::deinit(Context *rsc)
403{
404    mDefaultAlloc.clear();
405    mDefault.clear();
406    mAllocType.clear();
407    mLast.clear();
408}
409
410
411namespace android {
412namespace renderscript {
413
414
415RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat)
416{
417    ProgramVertex *pv = new ProgramVertex(rsc, texMat);
418    pv->incUserRef();
419    return pv;
420}
421
422RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText,
423                             uint32_t shaderLength, const uint32_t * params,
424                             uint32_t paramLength)
425{
426    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
427    pv->incUserRef();
428    return pv;
429}
430
431
432}
433}
434