rsProgramVertex.cpp revision d01d970cf5973aa5186cc02c80fb2c143a69b0b1
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("%6.2f, %6.2f, %6.2f, %6.2f", f[0], f[4], f[8], f[12]);
60    LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[1], f[5], f[9], f[13]);
61    LOGV("%6.2f, %6.2f, %6.2f, %6.2f", f[2], f[6], f[10], f[14]);
62    LOGV("%6.2f, %6.2f, %6.2f, %6.2f", 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->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    for (uint32_t ct=0; ct < mAttribCount; ct++) {
120        mShader.append("attribute vec4 ");
121        mShader.append(mAttribNames[ct]);
122        mShader.append(";\n");
123    }
124
125    for (uint32_t ct=0; ct < mUniformCount; ct++) {
126        mShader.append("uniform mat4 ");
127        mShader.append(mUniformNames[ct]);
128        mShader.append(";\n");
129    }
130
131    mShader.append("varying vec4 varColor;\n");
132    mShader.append("varying vec4 varTex0;\n");
133
134    if (mUserShader.length() > 1) {
135        mShader.append(mUserShader);
136    } else {
137        mShader.append("void main() {\n");
138        mShader.append("  gl_Position = uni_MVP * attrib_Position;\n");
139        mShader.append("  gl_PointSize = attrib_PointSize.x;\n");
140
141        mShader.append("  varColor = attrib_Color;\n");
142        if (mTextureMatrixEnable) {
143            mShader.append("  varTex0 = uni_TexMatrix * attrib_T0;\n");
144        } else {
145            mShader.append("  varTex0 = attrib_T0;\n");
146        }
147        //mShader.append("  pos.x = pos.x / 480.0;\n");
148        //mShader.append("  pos.y = pos.y / 800.0;\n");
149        //mShader.append("  gl_Position = pos;\n");
150        mShader.append("}\n");
151    }
152}
153
154void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc)
155{
156    //LOGE("sgl2 vtx1 %x", glGetError());
157    if ((state->mLast.get() == this) && !mDirty) {
158        //return;
159    }
160
161    glVertexAttrib4f(1, state->color[0], state->color[1], state->color[2], state->color[3]);
162
163    const float *f = static_cast<const float *>(mConstants->getPtr());
164
165    Matrix mvp;
166    mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
167    Matrix t;
168    t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
169    mvp.multiply(&t);
170
171    glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
172    if (mTextureMatrixEnable) {
173        glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
174                           &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
175    }
176
177    state->mLast.set(this);
178    //LOGE("sgl2 vtx2 %x", glGetError());
179}
180
181void ProgramVertex::addLight(const Light *l)
182{
183    if (mLightCount < MAX_LIGHTS) {
184        mLights[mLightCount].set(l);
185        mLightCount++;
186    }
187}
188
189void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
190{
191    float *f = static_cast<float *>(mConstants->getPtr());
192    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
193    mDirty = true;
194}
195
196void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
197{
198    float *f = static_cast<float *>(mConstants->getPtr());
199    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
200    mDirty = true;
201}
202
203void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
204{
205    float *f = static_cast<float *>(mConstants->getPtr());
206    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
207    mDirty = true;
208}
209
210void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
211{
212    float *f = static_cast<float *>(mConstants->getPtr());
213    Matrix mvp;
214    mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
215                     (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
216    mvp.vectorMultiply(v4out, v3in);
217}
218
219void ProgramVertex::init(Context *rsc)
220{
221    mAttribCount = 6;
222    mAttribNames[VertexArray::POSITION].setTo("attrib_Position");
223    mAttribNames[VertexArray::COLOR].setTo("attrib_Color");
224    mAttribNames[VertexArray::NORMAL].setTo("attrib_Normal");
225    mAttribNames[VertexArray::POINT_SIZE].setTo("attrib_PointSize");
226    mAttribNames[VertexArray::TEXTURE_0].setTo("attrib_T0");
227    mAttribNames[VertexArray::TEXTURE_1].setTo("attrib_T1");
228
229    mUniformCount = 2;
230    mUniformNames[0].setTo("uni_MVP");
231    mUniformNames[1].setTo("uni_TexMatrix");
232
233    createShader();
234}
235
236
237///////////////////////////////////////////////////////////////////////
238
239ProgramVertexState::ProgramVertexState()
240{
241}
242
243ProgramVertexState::~ProgramVertexState()
244{
245}
246
247void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h)
248{
249    RsElement e = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
250
251    rsi_TypeBegin(rsc, e);
252    rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
253    mAllocType.set((Type *)rsi_TypeCreate(rsc));
254
255    ProgramVertex *pv = new ProgramVertex(rsc, false);
256    Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
257    mDefaultAlloc.set(alloc);
258    mDefault.set(pv);
259    pv->init(rsc);
260    pv->bindAllocation(alloc);
261
262    color[0] = 1.f;
263    color[1] = 1.f;
264    color[2] = 1.f;
265    color[3] = 1.f;
266
267    updateSize(rsc, w, h);
268}
269
270void ProgramVertexState::updateSize(Context *rsc, int32_t w, int32_t h)
271{
272    Matrix m;
273    m.loadOrtho(0,w, h,0, -1,1);
274    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
275
276    m.loadIdentity();
277    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
278}
279
280void ProgramVertexState::deinit(Context *rsc)
281{
282    mDefaultAlloc.clear();
283    mDefault.clear();
284    mAllocType.clear();
285    mLast.clear();
286}
287
288
289namespace android {
290namespace renderscript {
291
292
293RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat)
294{
295    ProgramVertex *pv = new ProgramVertex(rsc, texMat);
296    pv->incUserRef();
297    return pv;
298}
299
300RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText,
301                             uint32_t shaderLength, const uint32_t * params,
302                             uint32_t paramLength)
303{
304    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
305    pv->incUserRef();
306    return pv;
307}
308
309
310}
311}
312