blob: a6e617b2bbce3d5c5abc0a43b7b8e68ab77c26a2 [file] [log] [blame]
/*
* 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 "gles3jni.h"
#include <EGL/egl.h>
#define STR(s) #s
#define STRV(s) STR(s)
#define POS_ATTRIB 0
#define COLOR_ATTRIB 1
#define SCALEROT_ATTRIB 2
#define OFFSET_ATTRIB 3
static const char VERTEX_SHADER[] =
"#version 300 es\n"
"layout(location = " STRV(POS_ATTRIB) ") in vec2 pos;\n"
"layout(location=" STRV(COLOR_ATTRIB) ") in vec4 color;\n"
"layout(location=" STRV(SCALEROT_ATTRIB) ") in vec4 scaleRot;\n"
"layout(location=" STRV(OFFSET_ATTRIB) ") in vec2 offset;\n"
"out vec4 vColor;\n"
"void main() {\n"
" mat2 sr = mat2(scaleRot.xy, scaleRot.zw);\n"
" gl_Position = vec4(sr*pos + offset, 0.0, 1.0);\n"
" vColor = color;\n"
"}\n";
static const char FRAGMENT_SHADER[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 vColor;\n"
"out vec4 outColor;\n"
"void main() {\n"
" outColor = vColor;\n"
"}\n";
class RendererES3: public Renderer {
public:
RendererES3();
virtual ~RendererES3();
bool init();
private:
enum {VB_INSTANCE, VB_SCALEROT, VB_OFFSET, VB_COUNT};
virtual float* mapOffsetBuf();
virtual void unmapOffsetBuf();
virtual float* mapTransformBuf();
virtual void unmapTransformBuf();
virtual void draw(unsigned int numInstances);
const EGLContext mEglContext;
GLuint mProgram;
GLuint mVB[VB_COUNT];
GLuint mVBState;
};
Renderer* createES3Renderer() {
RendererES3* renderer = new RendererES3;
if (!renderer->init()) {
delete renderer;
return NULL;
}
return renderer;
}
RendererES3::RendererES3()
: mEglContext(eglGetCurrentContext()),
mProgram(0),
mVBState(0)
{
for (int i = 0; i < VB_COUNT; i++)
mVB[i] = 0;
}
bool RendererES3::init() {
mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
if (!mProgram)
return false;
glGenBuffers(VB_COUNT, mVB);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_INSTANCE]);
glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD), &QUAD[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
glBufferData(GL_ARRAY_BUFFER, MAX_INSTANCES * 4*sizeof(float), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
glBufferData(GL_ARRAY_BUFFER, MAX_INSTANCES * 2*sizeof(float), NULL, GL_STATIC_DRAW);
glGenVertexArrays(1, &mVBState);
glBindVertexArray(mVBState);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_INSTANCE]);
glVertexAttribPointer(POS_ATTRIB, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
glVertexAttribPointer(COLOR_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
glEnableVertexAttribArray(POS_ATTRIB);
glEnableVertexAttribArray(COLOR_ATTRIB);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
glVertexAttribPointer(SCALEROT_ATTRIB, 4, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
glEnableVertexAttribArray(SCALEROT_ATTRIB);
glVertexAttribDivisor(SCALEROT_ATTRIB, 1);
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
glVertexAttribPointer(OFFSET_ATTRIB, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), 0);
glEnableVertexAttribArray(OFFSET_ATTRIB);
glVertexAttribDivisor(OFFSET_ATTRIB, 1);
ALOGV("Using OpenGL ES 3.0 renderer");
return true;
}
RendererES3::~RendererES3() {
/* The destructor may be called after the context has already been
* destroyed, in which case our objects have already been destroyed.
*
* If the context exists, it must be current. This only happens when we're
* cleaning up after a failed init().
*/
if (eglGetCurrentContext() != mEglContext)
return;
glDeleteVertexArrays(1, &mVBState);
glDeleteBuffers(VB_COUNT, mVB);
glDeleteProgram(mProgram);
}
float* RendererES3::mapOffsetBuf() {
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
return (float*)glMapBufferRange(GL_ARRAY_BUFFER,
0, MAX_INSTANCES * 2*sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
}
void RendererES3::unmapOffsetBuf() {
glUnmapBuffer(GL_ARRAY_BUFFER);
}
float* RendererES3::mapTransformBuf() {
glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
return (float*)glMapBufferRange(GL_ARRAY_BUFFER,
0, MAX_INSTANCES * 4*sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
}
void RendererES3::unmapTransformBuf() {
glUnmapBuffer(GL_ARRAY_BUFFER);
}
void RendererES3::draw(unsigned int numInstances) {
glUseProgram(mProgram);
glBindVertexArray(mVBState);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, numInstances);
}