rsProgramVertex.cpp revision 771565f47fc44608444c00aa8fa3bda769ceaece
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        mShader.append("attribute vec4 ATTRIB_LegacyPosition;\n");
172        mShader.append("attribute vec4 ATTRIB_LegacyColor;\n");
173        mShader.append("attribute vec3 ATTRIB_LegacyNormal;\n");
174        mShader.append("attribute float ATTRIB_LegacyPointSize;\n");
175        mShader.append("attribute vec4 ATTRIB_LegacyTexture;\n");
176
177        for (uint32_t ct=0; ct < mUniformCount; ct++) {
178            mShader.append("uniform mat4 ");
179            mShader.append(mUniformNames[ct]);
180            mShader.append(";\n");
181        }
182
183        mShader.append("void main() {\n");
184        mShader.append("  gl_Position = UNI_MVP * ATTRIB_LegacyPosition;\n");
185        mShader.append("  gl_PointSize = ATTRIB_LegacyPointSize;\n");
186
187        mShader.append("  varColor = ATTRIB_LegacyColor;\n");
188        if (mTextureMatrixEnable) {
189            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_LegacyTexture;\n");
190        } else {
191            mShader.append("  varTex0 = ATTRIB_LegacyTexture;\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    rsc->checkError("ProgramVertex::setupGL2 start");
208    glVertexAttrib4f(1, state->color[0], state->color[1], state->color[2], state->color[3]);
209
210    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
211
212    Matrix mvp;
213    mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
214    Matrix t;
215    t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
216    mvp.multiply(&t);
217
218    glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
219    if (mTextureMatrixEnable) {
220        glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
221                           &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
222    }
223
224    rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
225    uint32_t uidx = 1;
226    for (uint32_t ct=0; ct < mConstantCount; ct++) {
227        Allocation *alloc = mConstants[ct+1].get();
228        if (!alloc) {
229            continue;
230        }
231
232        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
233        const Element *e = mConstantTypes[ct]->getElement();
234        for (uint32_t field=0; field < e->getFieldCount(); field++) {
235            const Element *f = e->getField(field);
236            uint32_t offset = e->getFieldOffsetBytes(field);
237            int32_t slot = sc->vtxUniformSlot(uidx);
238
239            const float *fd = reinterpret_cast<const float *>(&data[offset]);
240
241            //LOGE("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i", slot, offset, ct, field, uidx);
242            if (slot >= 0) {
243                switch(f->getComponent().getVectorSize()) {
244                case 1:
245                    //LOGE("Uniform 1 = %f", fd[0]);
246                    glUniform1fv(slot, 1, fd);
247                    break;
248                case 2:
249                    //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
250                    glUniform2fv(slot, 1, fd);
251                    break;
252                case 3:
253                    //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
254                    glUniform3fv(slot, 1, fd);
255                    break;
256                case 4:
257                    //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
258                    glUniform4fv(slot, 1, fd);
259                    break;
260                default:
261                    rsAssert(0);
262                }
263            }
264            uidx ++;
265        }
266    }
267
268    for (uint32_t ct=0; ct < mConstantCount; ct++) {
269        uint32_t glSlot = sc->vtxUniformSlot(ct + 1);
270
271    }
272
273    state->mLast.set(this);
274    rsc->checkError("ProgramVertex::setupGL2");
275}
276
277void ProgramVertex::addLight(const Light *l)
278{
279    if (mLightCount < MAX_LIGHTS) {
280        mLights[mLightCount].set(l);
281        mLightCount++;
282    }
283}
284
285void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
286{
287    float *f = static_cast<float *>(mConstants[0]->getPtr());
288    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
289    mDirty = true;
290}
291
292void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
293{
294    float *f = static_cast<float *>(mConstants[0]->getPtr());
295    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
296    mDirty = true;
297}
298
299void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
300{
301    float *f = static_cast<float *>(mConstants[0]->getPtr());
302    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
303    mDirty = true;
304}
305
306void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
307{
308    float *f = static_cast<float *>(mConstants[0]->getPtr());
309    Matrix mvp;
310    mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
311                     (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
312    mvp.vectorMultiply(v4out, v3in);
313}
314
315void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
316{
317    rsAssert(e->getFieldCount());
318    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
319        const Element *ce = e->getField(ct);
320        if (ce->getFieldCount()) {
321            initAddUserElement(ce, names, count, prefix);
322        } else {
323            String8 tmp(prefix);
324            tmp.append(e->getFieldName(ct));
325            names[*count].setTo(tmp.string());
326            (*count)++;
327        }
328    }
329}
330
331
332void ProgramVertex::init(Context *rsc)
333{
334    mAttribCount = 0;
335    if (mUserShader.size() > 0) {
336        for (uint32_t ct=0; ct < mInputCount; ct++) {
337            initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
338        }
339
340        mUniformCount = 1;
341        mUniformNames[0].setTo("UNI_MVP");
342        for (uint32_t ct=0; ct < mConstantCount; ct++) {
343            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
344        }
345    } else {
346        mUniformCount = 2;
347        mUniformNames[0].setTo("UNI_MVP");
348        mUniformNames[1].setTo("UNI_TexMatrix");
349    }
350
351    createShader();
352}
353
354
355///////////////////////////////////////////////////////////////////////
356
357ProgramVertexState::ProgramVertexState()
358{
359}
360
361ProgramVertexState::~ProgramVertexState()
362{
363}
364
365void ProgramVertexState::init(Context *rsc)
366{
367    RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
368
369    rsi_TypeBegin(rsc, e);
370    rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
371    mAllocType.set((Type *)rsi_TypeCreate(rsc));
372
373    ProgramVertex *pv = new ProgramVertex(rsc, false);
374    Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
375    mDefaultAlloc.set(alloc);
376    mDefault.set(pv);
377    pv->init(rsc);
378    pv->bindAllocation(alloc, 0);
379
380    color[0] = 1.f;
381    color[1] = 1.f;
382    color[2] = 1.f;
383    color[3] = 1.f;
384
385    updateSize(rsc);
386}
387
388void ProgramVertexState::updateSize(Context *rsc)
389{
390    Matrix m;
391    m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
392    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
393
394    m.loadIdentity();
395    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
396}
397
398void ProgramVertexState::deinit(Context *rsc)
399{
400    mDefaultAlloc.clear();
401    mDefault.clear();
402    mAllocType.clear();
403    mLast.clear();
404}
405
406
407namespace android {
408namespace renderscript {
409
410
411RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat)
412{
413    ProgramVertex *pv = new ProgramVertex(rsc, texMat);
414    pv->incUserRef();
415    return pv;
416}
417
418RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText,
419                             uint32_t shaderLength, const uint32_t * params,
420                             uint32_t paramLength)
421{
422    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
423    pv->incUserRef();
424    return pv;
425}
426
427
428}
429}
430