/* * libjingle * Copyright 2015 Google Inc. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.webrtc; import android.opengl.GLES11Ext; import android.opengl.GLES20; import org.webrtc.GlShader; import org.webrtc.GlUtil; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.util.Arrays; import java.util.IdentityHashMap; import java.util.Map; /** * Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and * cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either * be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw * calls, this is intentional to maximize performance. The function release() must be called * manually to free the resources held by this object. */ public class GlRectDrawer implements RendererCommon.GlDrawer { // Simple vertex shader, used for both YUV and OES. private static final String VERTEX_SHADER_STRING = "varying vec2 interp_tc;\n" + "attribute vec4 in_pos;\n" + "attribute vec4 in_tc;\n" + "\n" + "uniform mat4 texMatrix;\n" + "\n" + "void main() {\n" + " gl_Position = in_pos;\n" + " interp_tc = (texMatrix * in_tc).xy;\n" + "}\n"; private static final String YUV_FRAGMENT_SHADER_STRING = "precision mediump float;\n" + "varying vec2 interp_tc;\n" + "\n" + "uniform sampler2D y_tex;\n" + "uniform sampler2D u_tex;\n" + "uniform sampler2D v_tex;\n" + "\n" + "void main() {\n" // CSC according to http://www.fourcc.org/fccyvrgb.php + " float y = texture2D(y_tex, interp_tc).r;\n" + " float u = texture2D(u_tex, interp_tc).r - 0.5;\n" + " float v = texture2D(v_tex, interp_tc).r - 0.5;\n" + " gl_FragColor = vec4(y + 1.403 * v, " + " y - 0.344 * u - 0.714 * v, " + " y + 1.77 * u, 1);\n" + "}\n"; private static final String RGB_FRAGMENT_SHADER_STRING = "precision mediump float;\n" + "varying vec2 interp_tc;\n" + "\n" + "uniform sampler2D rgb_tex;\n" + "\n" + "void main() {\n" + " gl_FragColor = texture2D(rgb_tex, interp_tc);\n" + "}\n"; private static final String OES_FRAGMENT_SHADER_STRING = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 interp_tc;\n" + "\n" + "uniform samplerExternalOES oes_tex;\n" + "\n" + "void main() {\n" + " gl_FragColor = texture2D(oes_tex, interp_tc);\n" + "}\n"; // Vertex coordinates in Normalized Device Coordinates, i.e. (-1, -1) is bottom-left and (1, 1) is // top-right. private static final FloatBuffer FULL_RECTANGLE_BUF = GlUtil.createFloatBuffer(new float[] { -1.0f, -1.0f, // Bottom left. 1.0f, -1.0f, // Bottom right. -1.0f, 1.0f, // Top left. 1.0f, 1.0f, // Top right. }); // Texture coordinates - (0, 0) is bottom-left and (1, 1) is top-right. private static final FloatBuffer FULL_RECTANGLE_TEX_BUF = GlUtil.createFloatBuffer(new float[] { 0.0f, 0.0f, // Bottom left. 1.0f, 0.0f, // Bottom right. 0.0f, 1.0f, // Top left. 1.0f, 1.0f // Top right. }); private static class Shader { public final GlShader glShader; public final int texMatrixLocation; public Shader(String fragmentShader) { this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader); this.texMatrixLocation = glShader.getUniformLocation("texMatrix"); } } // The keys are one of the fragments shaders above. private final Map shaders = new IdentityHashMap(); /** * Draw an OES texture frame with specified texture transformation matrix. Required resources are * allocated at the first call to this function. */ @Override public void drawOes(int oesTextureId, float[] texMatrix, int x, int y, int width, int height) { prepareShader(OES_FRAGMENT_SHADER_STRING, texMatrix); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); // updateTexImage() may be called from another thread in another EGL context, so we need to // bind/unbind the texture in each draw call so that GLES understads it's a new texture. GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId); drawRectangle(x, y, width, height); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); } /** * Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources * are allocated at the first call to this function. */ @Override public void drawRgb(int textureId, float[] texMatrix, int x, int y, int width, int height) { prepareShader(RGB_FRAGMENT_SHADER_STRING, texMatrix); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); drawRectangle(x, y, width, height); // Unbind the texture as a precaution. GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } /** * Draw a YUV frame with specified texture transformation matrix. Required resources are * allocated at the first call to this function. */ @Override public void drawYuv(int[] yuvTextures, float[] texMatrix, int x, int y, int width, int height) { prepareShader(YUV_FRAGMENT_SHADER_STRING, texMatrix); // Bind the textures. for (int i = 0; i < 3; ++i) { GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]); } drawRectangle(x, y, width, height); // Unbind the textures as a precaution.. for (int i = 0; i < 3; ++i) { GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } } private void drawRectangle(int x, int y, int width, int height) { // Draw quad. GLES20.glViewport(x, y, width, height); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } private void prepareShader(String fragmentShader, float[] texMatrix) { final Shader shader; if (shaders.containsKey(fragmentShader)) { shader = shaders.get(fragmentShader); } else { // Lazy allocation. shader = new Shader(fragmentShader); shaders.put(fragmentShader, shader); shader.glShader.useProgram(); // Initialize fragment shader uniform values. if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) { GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0); GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1); GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2); } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) { GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0); } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) { GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0); } else { throw new IllegalStateException("Unknown fragment shader: " + fragmentShader); } GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values."); // Initialize vertex shader attributes. shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF); shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF); } shader.glShader.useProgram(); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0); } /** * Release all GLES resources. This needs to be done manually, otherwise the resources are leaked. */ @Override public void release() { for (Shader shader : shaders.values()) { shader.glShader.release(); } shaders.clear(); } }