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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.
*/
#ifndef RENDERER_H
#define RENDERER_H
#include <android/native_window.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
class Renderer {
public:
Renderer(ANativeWindow* window, bool offscreen, int workload);
virtual bool setUp();
virtual bool tearDown();
bool draw();
virtual void drawWorkload() = 0;
virtual ~Renderer() {};
static const int OFFSCREEN_INNER_FRAMES = 100;
static const int OFFSCREEN_GRID_SIZE = 10;
bool mOffscreen;
protected:
ANativeWindow* mWindow;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLContext mEglContext;
EGLConfig mGlConfig;
GLuint mProgramId;
EGLint mWidth;
EGLint mHeight;
int mWorkload;
int mFboWidth;// Frame buffer width
int mFboHeight;// Frame buffer height
GLuint mFboId;// Frame buffer id
GLuint mFboDepthId;// Depth buffer id
GLuint mFboTexId;// Frame buffer texture id
GLuint mFboProgId;// Frame buffer program id
GLuint mFboTexUniformHandle;// Frame buffer texture uniform handle
GLuint mFboXOffsetUniformHandle;// Frame buffer x offset uniform handle
GLuint mFboYOffsetUniformHandle;// Frame buffer y offset uniform handle
GLuint mFboPositionHandle;// Frame buffer position handle
GLuint mFboTexCoordHandle;// Frame buffer texture coordinate handle
};
#endif