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/*
* Copyright (C) 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 "GlowingScene.h"
#include "BlurMeshNode.h"
#include <Trace.h>
#include <graphics/PerspectiveMeshNode.h>
#include <graphics/PerspectiveProgram.h>
#include <graphics/Program.h>
#include <graphics/GLUtils.h>
#include <graphics/Mesh.h>
#include <graphics/ProgramNode.h>
#include <graphics/TransformationNode.h>
GlowingScene::GlowingScene(int width, int height) :
Scene(width, height), mFboId(0), mMainProgram(NULL), mBlurProgram(NULL) {
mFboWidth = GLUtils::roundUpToSmallestPowerOf2(width);
mFboHeight = GLUtils::roundUpToSmallestPowerOf2(height);
mFboRatio = mFboWidth / mFboHeight;
mFboModelMatrix = setUpModelMatrix();
mFboViewMatrix = setUpViewMatrix();
mFboProjectionMatrix = setUpProjectionMatrix(mFboWidth, mFboHeight);
}
bool GlowingScene::setUpContext() {
if (!Scene::setUpContext()) {
return false;
}
// Create a fbo
glGenFramebuffers(1, &mFboId);
return true;
}
bool GlowingScene::setUpPrograms() {
// Main Program
const char* vertex = GLUtils::openTextFile("vertex/perspective");
const char* fragment = GLUtils::openTextFile("fragment/perspective");
if (vertex == NULL || fragment == NULL) {
return false;
}
GLuint programId = GLUtils::createProgram(&vertex, &fragment);
delete[] vertex;
delete[] fragment;
if (programId == 0) {
return false;
}
mMainProgram = new PerspectiveProgram(programId);
// Blur Program
vertex = GLUtils::openTextFile("vertex/blur");
fragment = GLUtils::openTextFile("fragment/blur");
if (vertex == NULL || fragment == NULL) {
return false;
}
programId = GLUtils::createProgram(&vertex, &fragment);
delete[] vertex;
delete[] fragment;
if (programId == 0) {
return false;
}
mBlurProgram = new Program(programId);
return true;
}
Matrix* GlowingScene::setUpModelMatrix() {
return new Matrix();
}
Matrix* GlowingScene::setUpViewMatrix() {
// Position the eye in front of the origin.
float eyeX = 0.0f;
float eyeY = 0.0f;
float eyeZ = 10.0f;
// Look at the origin
float centerX = 0.0f;
float centerY = 0.0f;
float centerZ = 0.0f;
// Set up vector.
float upX = 0.0f;
float upY = 1.0f;
float upZ = 0.0f;
// Set the view matrix.
return Matrix::newLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
}
Matrix* GlowingScene::setUpProjectionMatrix(float width, float height) {
// Create a new perspective projection matrix. The height will stay the same
// while the width will vary as per aspect ratio.
float ratio = width / height;
float left = -ratio;
float right = ratio;
float bottom = -1.0f;
float top = 1.0f;
float near = 8.0f;
float far = 12.0f;
return Matrix::newFrustum(left, right, bottom, top, near, far);
}
bool GlowingScene::setUpTextures() {
SCOPED_TRACE();
mTextureIds.add(GLUtils::genTexture(mWidth, mHeight, 0)); // fbo
mTextureIds.add(GLUtils::genTexture(mWidth, mHeight, 0)); // tmp1
mTextureIds.add(GLUtils::genTexture(mWidth, mHeight, 0)); // tmp2
mTextureIds.add(GLUtils::loadTexture("texture/arc.png"));
return true;
}
bool GlowingScene::setUpMeshes() {
SCOPED_TRACE();
mMeshes.add(GLUtils::loadMesh("mesh/plane.cob"));
mMeshes.add(GLUtils::loadMesh("mesh/arc.cob"));
return true;
}
bool GlowingScene::tearDown() {
SCOPED_TRACE();
if (mMainProgram != NULL) {
delete mMainProgram;
mMainProgram = NULL;
}
if (mBlurProgram != NULL) {
delete mBlurProgram;
mBlurProgram = NULL;
}
if (mFboId != 0) {
glDeleteFramebuffers(1, &mFboId);
mFboId = 0;
}
delete mFboModelMatrix;
mFboModelMatrix = NULL;
delete mFboViewMatrix;
mFboViewMatrix = NULL;
delete mFboProjectionMatrix;
mFboProjectionMatrix = NULL;
return Scene::tearDown();
}
bool GlowingScene::updateSceneGraphs(int frame) {
// To render the mesh to the FBO
ProgramNode* lightSceneGraph = new ProgramNode(*mMainProgram);
mSceneGraphs.add(lightSceneGraph);
MeshNode* meshNode = new PerspectiveMeshNode(mMeshes[1], mTextureIds[3]);
lightSceneGraph->addChild(meshNode);
// To blur the image
ProgramNode* blurSceneGraph = new ProgramNode(*mBlurProgram);
mSceneGraphs.add(blurSceneGraph);
meshNode = new BlurMeshNode(mMeshes[0], mTextureIds[0], mTextureIds[1], mTextureIds[2],
mFboWidth, mFboHeight);
blurSceneGraph->addChild(meshNode);
// Blur To screen
ProgramNode* glowSceneGraph = new ProgramNode(*mMainProgram);
mSceneGraphs.add(glowSceneGraph);
Matrix* transformMatrix = Matrix::newScale(mFboRatio, 1.0f, 1.0f);
TransformationNode* transformNode = new TransformationNode(transformMatrix);
glowSceneGraph->addChild(transformNode);
meshNode = new PerspectiveMeshNode(mMeshes[0], mTextureIds[2]);
transformNode->addChild(meshNode);
return true;
}
bool GlowingScene::draw() {
SCOPED_TRACE();
glBindFramebuffer(GL_FRAMEBUFFER, mFboId); // Use FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextureIds[0], 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear (GL_COLOR_BUFFER_BIT);
glViewport(0, 0, mFboWidth, mFboHeight);
mFboModelMatrix->identity();
mSceneGraphs[0]->drawProgram(*mFboModelMatrix, *mFboViewMatrix, *mFboProjectionMatrix); // Mesh
mFboModelMatrix->identity();
mSceneGraphs[1]->drawProgram(*mFboModelMatrix, *mFboViewMatrix, *mFboProjectionMatrix); // Blur
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Use Screen
glViewport(0, 0, mWidth, mHeight);
Scene::drawSceneGraph(2); // Blur to Screen
return true;
}