/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <utils/String8.h>
#include <cutils/compiler.h>
#include "GLES11RenderEngine.h"
#include "Mesh.h"
#include "Texture.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
GLES11RenderEngine::GLES11RenderEngine() {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glEnableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
struct pack565 {
inline uint16_t operator() (int r, int g, int b) const {
return (r<<11)|(g<<5)|b;
}
} pack565;
const uint16_t protTexData[] = { 0 };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
}
GLES11RenderEngine::~GLES11RenderEngine() {
}
size_t GLES11RenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLES11RenderEngine::getMaxViewportDims() const {
return
mMaxViewportDims[0] < mMaxViewportDims[1] ?
mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES11RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
glViewport(0, 0, vpw, vph);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// put the origin in the left-bottom corner
if (yswap) glOrthof(0, w, h, 0, 0, 1);
else glOrthof(0, w, 0, h, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
void GLES11RenderEngine::setupLayerBlending(
bool premultipliedAlpha, bool opaque, int alpha) {
GLenum combineRGB;
GLenum combineAlpha;
GLenum src0Alpha;
GLfloat envColor[4];
if (CC_UNLIKELY(alpha < 0xFF)) {
// Cv = premultiplied ? Cs*alpha : Cs
// Av = !opaque ? As*alpha : As
combineRGB = premultipliedAlpha ? GL_MODULATE : GL_REPLACE;
combineAlpha = !opaque ? GL_MODULATE : GL_REPLACE;
src0Alpha = GL_CONSTANT;
envColor[0] = alpha * (1.0f / 255.0f);
} else {
// Cv = Cs
// Av = opaque ? 1.0 : As
combineRGB = GL_REPLACE;
combineAlpha = GL_REPLACE;
src0Alpha = opaque ? GL_CONSTANT : GL_TEXTURE;
envColor[0] = 1.0f;
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, combineRGB);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
if (combineRGB == GL_MODULATE) {
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
}
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, combineAlpha);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, src0Alpha);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
if (combineAlpha == GL_MODULATE) {
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
if (combineRGB == GL_MODULATE || src0Alpha == GL_CONSTANT) {
envColor[1] = envColor[0];
envColor[2] = envColor[0];
envColor[3] = envColor[0];
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColor);
}
if (alpha < 0xFF || !opaque) {
glEnable(GL_BLEND);
glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLES11RenderEngine::setupDimLayerBlending(int alpha) {
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
if (alpha == 0xFF) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
glColor4f(0, 0, 0, alpha/255.0f);
}
void GLES11RenderEngine::setupLayerTexturing(const Texture& texture) {
GLuint target = texture.getTextureTarget();
glBindTexture(target, texture.getTextureName());
GLenum filter = GL_NEAREST;
if (texture.getFiltering()) {
filter = GL_LINEAR;
}
glTexParameterx(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameterx(target, GL_TEXTURE_MIN_FILTER, filter);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(texture.getMatrix().asArray());
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_EXTERNAL_OES);
}
void GLES11RenderEngine::setupLayerBlackedOut() {
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glEnable(GL_TEXTURE_2D);
}
void GLES11RenderEngine::disableTexturing() {
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
}
void GLES11RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES11RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
uint32_t* texName, uint32_t* fbName, uint32_t* status) {
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffersOES(1, &name);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
*status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
*texName = tname;
*fbName = name;
}
void GLES11RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glDeleteFramebuffersOES(1, &fbName);
glDeleteTextures(1, &texName);
}
void GLES11RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
glColor4f(r, g, b, a);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
void GLES11RenderEngine::drawMesh(const Mesh& mesh) {
if (mesh.getTexCoordsSize()) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(mesh.getTexCoordsSize(),
GL_FLOAT,
mesh.getByteStride(),
mesh.getTexCoords());
}
glVertexPointer(mesh.getVertexSize(),
GL_FLOAT,
mesh.getByteStride(),
mesh.getPositions());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (mesh.getTexCoordsSize()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
void GLES11RenderEngine::beginGroup(const mat4& colorTransform) {
// doesn't do anything in GLES 1.1
}
void GLES11RenderEngine::endGroup() {
// doesn't do anything in GLES 1.1
}
void GLES11RenderEngine::dump(String8& result) {
RenderEngine::dump(result);
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#if defined(__gl2_h_)
#error "don't include gl2/gl2.h in this file"
#endif