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/*
* Copyright 2018 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
package org.webrtc;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import androidx.annotation.Nullable;
import java.nio.FloatBuffer;
import org.webrtc.GlShader;
import org.webrtc.GlUtil;
import org.webrtc.RendererCommon;
/**
* Helper class to implement an instance of RendererCommon.GlDrawer that can accept multiple input
* sources (OES, RGB, or YUV) using a generic fragment shader as input. The generic fragment shader
* should sample pixel values from the function "sample" that will be provided by this class and
* provides an abstraction for the input source type (OES, RGB, or YUV). The texture coordinate
* variable name will be "tc" and the texture matrix in the vertex shader will be "tex_mat". The
* simplest possible generic shader that just draws pixel from the frame unmodified looks like:
* void main() {
* gl_FragColor = sample(tc);
* }
* This class covers the cases for most simple shaders and generates the necessary boiler plate.
* Advanced shaders can always implement RendererCommon.GlDrawer directly.
*/
class GlGenericDrawer implements RendererCommon.GlDrawer {
/**
* The different shader types representing different input sources. YUV here represents three
* separate Y, U, V textures.
*/
public static enum ShaderType { OES, RGB, YUV }
/**
* The shader callbacks is used to customize behavior for a GlDrawer. It provides a hook to set
* uniform variables in the shader before a frame is drawn.
*/
public static interface ShaderCallbacks {
/**
* This callback is called when a new shader has been compiled and created. It will be called
* for the first frame as well as when the shader type is changed. This callback can be used to
* do custom initialization of the shader that only needs to happen once.
*/
void onNewShader(GlShader shader);
/**
* This callback is called before rendering a frame. It can be used to do custom preparation of
* the shader that needs to happen every frame.
*/
void onPrepareShader(GlShader shader, float[] texMatrix, int frameWidth, int frameHeight,
int viewportWidth, int viewportHeight);
}
private static final String INPUT_VERTEX_COORDINATE_NAME = "in_pos";
private static final String INPUT_TEXTURE_COORDINATE_NAME = "in_tc";
private static final String TEXTURE_MATRIX_NAME = "tex_mat";
private static final String DEFAULT_VERTEX_SHADER_STRING = "varying vec2 tc;\n"
+ "attribute vec4 in_pos;\n"
+ "attribute vec4 in_tc;\n"
+ "uniform mat4 tex_mat;\n"
+ "void main() {\n"
+ " gl_Position = in_pos;\n"
+ " tc = (tex_mat * in_tc).xy;\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_BUFFER = 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_TEXTURE_BUFFER =
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.
});
static String createFragmentShaderString(String genericFragmentSource, ShaderType shaderType) {
final StringBuilder stringBuilder = new StringBuilder();
if (shaderType == ShaderType.OES) {
stringBuilder.append("#extension GL_OES_EGL_image_external : require\n");
}
stringBuilder.append("precision mediump float;\n");
stringBuilder.append("varying vec2 tc;\n");
if (shaderType == ShaderType.YUV) {
stringBuilder.append("uniform sampler2D y_tex;\n");
stringBuilder.append("uniform sampler2D u_tex;\n");
stringBuilder.append("uniform sampler2D v_tex;\n");
// Add separate function for sampling texture.
// yuv_to_rgb_mat is inverse of the matrix defined in YuvConverter.
stringBuilder.append("vec4 sample(vec2 p) {\n");
stringBuilder.append(" float y = texture2D(y_tex, p).r * 1.16438;\n");
stringBuilder.append(" float u = texture2D(u_tex, p).r;\n");
stringBuilder.append(" float v = texture2D(v_tex, p).r;\n");
stringBuilder.append(" return vec4(y + 1.59603 * v - 0.874202,\n");
stringBuilder.append(" y - 0.391762 * u - 0.812968 * v + 0.531668,\n");
stringBuilder.append(" y + 2.01723 * u - 1.08563, 1);\n");
stringBuilder.append("}\n");
stringBuilder.append(genericFragmentSource);
} else {
final String samplerName = shaderType == ShaderType.OES ? "samplerExternalOES" : "sampler2D";
stringBuilder.append("uniform ").append(samplerName).append(" tex;\n");
// Update the sampling function in-place.
stringBuilder.append(genericFragmentSource.replace("sample(", "texture2D(tex, "));
}
return stringBuilder.toString();
}
private final String genericFragmentSource;
private final String vertexShader;
private final ShaderCallbacks shaderCallbacks;
@Nullable private ShaderType currentShaderType;
@Nullable private GlShader currentShader;
private int inPosLocation;
private int inTcLocation;
private int texMatrixLocation;
public GlGenericDrawer(String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
this(DEFAULT_VERTEX_SHADER_STRING, genericFragmentSource, shaderCallbacks);
}
public GlGenericDrawer(
String vertexShader, String genericFragmentSource, ShaderCallbacks shaderCallbacks) {
this.vertexShader = vertexShader;
this.genericFragmentSource = genericFragmentSource;
this.shaderCallbacks = shaderCallbacks;
}
// Visible for testing.
GlShader createShader(ShaderType shaderType) {
return new GlShader(
vertexShader, createFragmentShaderString(genericFragmentSource, shaderType));
}
/**
* 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 frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.OES, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oesTextureId);
// Draw the texture.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Unbind the texture as a precaution.
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 frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.RGB, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
// Draw the texture.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// 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 frameWidth, int frameHeight,
int viewportX, int viewportY, int viewportWidth, int viewportHeight) {
prepareShader(
ShaderType.YUV, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
// Bind the textures.
for (int i = 0; i < 3; ++i) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yuvTextures[i]);
}
// Draw the textures.
GLES20.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// 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 prepareShader(ShaderType shaderType, float[] texMatrix, int frameWidth,
int frameHeight, int viewportWidth, int viewportHeight) {
final GlShader shader;
if (shaderType.equals(currentShaderType)) {
// Same shader type as before, reuse exising shader.
shader = currentShader;
} else {
// Allocate new shader.
currentShaderType = null;
if (currentShader != null) {
currentShader.release();
currentShader = null;
}
shader = createShader(shaderType);
currentShaderType = shaderType;
currentShader = shader;
shader.useProgram();
// Set input texture units.
if (shaderType == ShaderType.YUV) {
GLES20.glUniform1i(shader.getUniformLocation("y_tex"), 0);
GLES20.glUniform1i(shader.getUniformLocation("u_tex"), 1);
GLES20.glUniform1i(shader.getUniformLocation("v_tex"), 2);
} else {
GLES20.glUniform1i(shader.getUniformLocation("tex"), 0);
}
GlUtil.checkNoGLES2Error("Create shader");
shaderCallbacks.onNewShader(shader);
texMatrixLocation = shader.getUniformLocation(TEXTURE_MATRIX_NAME);
inPosLocation = shader.getAttribLocation(INPUT_VERTEX_COORDINATE_NAME);
inTcLocation = shader.getAttribLocation(INPUT_TEXTURE_COORDINATE_NAME);
}
shader.useProgram();
// Upload the vertex coordinates.
GLES20.glEnableVertexAttribArray(inPosLocation);
GLES20.glVertexAttribPointer(inPosLocation, /* size= */ 2,
/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
FULL_RECTANGLE_BUFFER);
// Upload the texture coordinates.
GLES20.glEnableVertexAttribArray(inTcLocation);
GLES20.glVertexAttribPointer(inTcLocation, /* size= */ 2,
/* type= */ GLES20.GL_FLOAT, /* normalized= */ false, /* stride= */ 0,
FULL_RECTANGLE_TEXTURE_BUFFER);
// Upload the texture transformation matrix.
GLES20.glUniformMatrix4fv(
texMatrixLocation, 1 /* count= */, false /* transpose= */, texMatrix, 0 /* offset= */);
// Do custom per-frame shader preparation.
shaderCallbacks.onPrepareShader(
shader, texMatrix, frameWidth, frameHeight, viewportWidth, viewportHeight);
GlUtil.checkNoGLES2Error("Prepare shader");
}
/**
* Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
*/
@Override
public void release() {
if (currentShader != null) {
currentShader.release();
currentShader = null;
currentShaderType = null;
}
}
}