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/*
* Copyright (c) 2012 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.
*/
#if !defined(__has_feature) || !__has_feature(objc_arc)
#error "This file requires ARC support."
#endif
// This files is mostly copied from
// webrtc/modules/video_render/android/video_render_opengles20.h
// TODO(sjlee): unify this copy with the android one.
#include "webrtc/modules/video_render/ios/open_gles20.h"
#include "webrtc/system_wrappers/interface/trace.h"
using namespace webrtc;
const char OpenGles20::indices_[] = {0, 3, 2, 0, 2, 1};
const char OpenGles20::vertext_shader_[] = {
"attribute vec4 aPosition;\n"
"attribute vec2 aTextureCoord;\n"
"varying vec2 vTextureCoord;\n"
"void main() {\n"
" gl_Position = aPosition;\n"
" vTextureCoord = aTextureCoord;\n"
"}\n"};
// The fragment shader.
// Do YUV to RGB565 conversion.
const char OpenGles20::fragment_shader_[] = {
"precision mediump float;\n"
"uniform sampler2D Ytex;\n"
"uniform sampler2D Utex,Vtex;\n"
"varying vec2 vTextureCoord;\n"
"void main(void) {\n"
" float nx,ny,r,g,b,y,u,v;\n"
" mediump vec4 txl,ux,vx;"
" nx=vTextureCoord[0];\n"
" ny=vTextureCoord[1];\n"
" y=texture2D(Ytex,vec2(nx,ny)).r;\n"
" u=texture2D(Utex,vec2(nx,ny)).r;\n"
" v=texture2D(Vtex,vec2(nx,ny)).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n"};
OpenGles20::OpenGles20() : texture_width_(-1), texture_height_(-1) {
texture_ids_[0] = 0;
texture_ids_[1] = 0;
texture_ids_[2] = 0;
program_ = 0;
const GLfloat vertices[20] = {
// X, Y, Z, U, V
-1, -1, 0, 0, 1, // Bottom Left
1, -1, 0, 1, 1, // Bottom Right
1, 1, 0, 1, 0, // Top Right
-1, 1, 0, 0, 0}; // Top Left
memcpy(vertices_, vertices, sizeof(vertices_));
}
OpenGles20::~OpenGles20() {
if (program_) {
glDeleteTextures(3, texture_ids_);
glDeleteProgram(program_);
}
}
bool OpenGles20::Setup(int32_t width, int32_t height) {
program_ = CreateProgram(vertext_shader_, fragment_shader_);
if (!program_) {
return false;
}
int position_handle = glGetAttribLocation(program_, "aPosition");
int texture_handle = glGetAttribLocation(program_, "aTextureCoord");
// set the vertices array in the shader
// vertices_ contains 4 vertices with 5 coordinates.
// 3 for (xyz) for the vertices and 2 for the texture
glVertexAttribPointer(
position_handle, 3, GL_FLOAT, false, 5 * sizeof(GLfloat), vertices_);
glEnableVertexAttribArray(position_handle);
// set the texture coordinate array in the shader
// vertices_ contains 4 vertices with 5 coordinates.
// 3 for (xyz) for the vertices and 2 for the texture
glVertexAttribPointer(
texture_handle, 2, GL_FLOAT, false, 5 * sizeof(GLfloat), &vertices_[3]);
glEnableVertexAttribArray(texture_handle);
glUseProgram(program_);
int i = glGetUniformLocation(program_, "Ytex");
glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */
i = glGetUniformLocation(program_, "Utex");
glUniform1i(i, 1); /* Bind Utex to texture unit 1 */
i = glGetUniformLocation(program_, "Vtex");
glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */
glViewport(0, 0, width, height);
return true;
}
bool OpenGles20::SetCoordinates(const float z_order,
const float left,
const float top,
const float right,
const float bottom) {
if (top > 1 || top < 0 || right > 1 || right < 0 || bottom > 1 ||
bottom < 0 || left > 1 || left < 0) {
return false;
}
// Bottom Left
vertices_[0] = (left * 2) - 1;
vertices_[1] = -1 * (2 * bottom) + 1;
vertices_[2] = z_order;
// Bottom Right
vertices_[5] = (right * 2) - 1;
vertices_[6] = -1 * (2 * bottom) + 1;
vertices_[7] = z_order;
// Top Right
vertices_[10] = (right * 2) - 1;
vertices_[11] = -1 * (2 * top) + 1;
vertices_[12] = z_order;
// Top Left
vertices_[15] = (left * 2) - 1;
vertices_[16] = -1 * (2 * top) + 1;
vertices_[17] = z_order;
return true;
}
bool OpenGles20::Render(const I420VideoFrame& frame) {
if (texture_width_ != (GLsizei)frame.width() ||
texture_height_ != (GLsizei)frame.height()) {
SetupTextures(frame);
}
UpdateTextures(frame);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices_);
return true;
}
GLuint OpenGles20::LoadShader(GLenum shader_type, const char* shader_source) {
GLuint shader = glCreateShader(shader_type);
if (shader) {
glShaderSource(shader, 1, &shader_source, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint info_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (info_len) {
char* buf = (char*)malloc(info_len);
glGetShaderInfoLog(shader, info_len, NULL, buf);
WEBRTC_TRACE(kTraceError,
kTraceVideoRenderer,
0,
"%s: Could not compile shader %d: %s",
__FUNCTION__,
shader_type,
buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
GLuint OpenGles20::CreateProgram(const char* vertex_source,
const char* fragment_source) {
GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, vertex_source);
if (!vertex_shader) {
return -1;
}
GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, fragment_source);
if (!fragment_shader) {
return -1;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint link_status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE) {
GLint info_len = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
if (info_len) {
char* buf = (char*)malloc(info_len);
glGetProgramInfoLog(program, info_len, NULL, buf);
WEBRTC_TRACE(kTraceError,
kTraceVideoRenderer,
0,
"%s: Could not link program: %s",
__FUNCTION__,
buf);
free(buf);
}
glDeleteProgram(program);
program = 0;
}
}
if (vertex_shader) {
glDeleteShader(vertex_shader);
}
if (fragment_shader) {
glDeleteShader(fragment_shader);
}
return program;
}
static void InitializeTexture(int name, int id, int width, int height) {
glActiveTexture(name);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_LUMINANCE,
width,
height,
0,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
NULL);
}
void OpenGles20::SetupTextures(const I420VideoFrame& frame) {
const GLsizei width = frame.width();
const GLsizei height = frame.height();
if (!texture_ids_[0]) {
glGenTextures(3, texture_ids_); // Generate the Y, U and V texture
}
InitializeTexture(GL_TEXTURE0, texture_ids_[0], width, height);
InitializeTexture(GL_TEXTURE1, texture_ids_[1], width / 2, height / 2);
InitializeTexture(GL_TEXTURE2, texture_ids_[2], width / 2, height / 2);
texture_width_ = width;
texture_height_ = height;
}
// Uploads a plane of pixel data, accounting for stride != width*bpp.
static void GlTexSubImage2D(GLsizei width,
GLsizei height,
int stride,
const uint8_t* plane) {
if (stride == width) {
// Yay! We can upload the entire plane in a single GL call.
glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
0,
width,
height,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
static_cast<const GLvoid*>(plane));
} else {
// Boo! Since GLES2 doesn't have GL_UNPACK_ROW_LENGTH and iOS doesn't
// have GL_EXT_unpack_subimage we have to upload a row at a time. Ick.
for (int row = 0; row < height; ++row) {
glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
row,
width,
1,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
static_cast<const GLvoid*>(plane + (row * stride)));
}
}
}
void OpenGles20::UpdateTextures(const I420VideoFrame& frame) {
const GLsizei width = frame.width();
const GLsizei height = frame.height();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_ids_[0]);
GlTexSubImage2D(width, height, frame.stride(kYPlane), frame.buffer(kYPlane));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture_ids_[1]);
GlTexSubImage2D(
width / 2, height / 2, frame.stride(kUPlane), frame.buffer(kUPlane));
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texture_ids_[2]);
GlTexSubImage2D(
width / 2, height / 2, frame.stride(kVPlane), frame.buffer(kVPlane));
}