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/*
* Copyright (C) 2019 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.
*/
package com.android.systemui.glwallpaper;
import static android.opengl.GLES20.GL_FRAGMENT_SHADER;
import static android.opengl.GLES20.GL_VERTEX_SHADER;
import static android.opengl.GLES20.glAttachShader;
import static android.opengl.GLES20.glCompileShader;
import static android.opengl.GLES20.glCreateProgram;
import static android.opengl.GLES20.glCreateShader;
import static android.opengl.GLES20.glGetAttribLocation;
import static android.opengl.GLES20.glGetUniformLocation;
import static android.opengl.GLES20.glLinkProgram;
import static android.opengl.GLES20.glShaderSource;
import static android.opengl.GLES20.glUseProgram;
import android.content.Context;
import android.content.res.Resources;
import android.util.Log;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
/**
* This class takes charge of linking shader codes and then return a handle for OpenGL ES program.
*/
class ImageGLProgram {
private static final String TAG = ImageGLProgram.class.getSimpleName();
private Context mContext;
private int mProgramHandle;
ImageGLProgram(Context context) {
mContext = context.getApplicationContext();
}
private int loadShaderProgram(int vertexId, int fragmentId) {
final String vertexSrc = getShaderResource(vertexId);
final String fragmentSrc = getShaderResource(fragmentId);
final int vertexHandle = getShaderHandle(GL_VERTEX_SHADER, vertexSrc);
final int fragmentHandle = getShaderHandle(GL_FRAGMENT_SHADER, fragmentSrc);
return getProgramHandle(vertexHandle, fragmentHandle);
}
private String getShaderResource(int shaderId) {
Resources res = mContext.getResources();
StringBuilder code = new StringBuilder();
try (BufferedReader reader = new BufferedReader(
new InputStreamReader(res.openRawResource(shaderId)))) {
String nextLine;
while ((nextLine = reader.readLine()) != null) {
code.append(nextLine).append("\n");
}
} catch (IOException | Resources.NotFoundException ex) {
Log.d(TAG, "Can not read the shader source", ex);
code = null;
}
return code == null ? "" : code.toString();
}
private int getShaderHandle(int type, String src) {
final int shader = glCreateShader(type);
if (shader == 0) {
Log.d(TAG, "Create shader failed, type=" + type);
return 0;
}
glShaderSource(shader, src);
glCompileShader(shader);
return shader;
}
private int getProgramHandle(int vertexHandle, int fragmentHandle) {
final int program = glCreateProgram();
if (program == 0) {
Log.d(TAG, "Can not create OpenGL ES program");
return 0;
}
glAttachShader(program, vertexHandle);
glAttachShader(program, fragmentHandle);
glLinkProgram(program);
return program;
}
boolean useGLProgram(int vertexResId, int fragmentResId) {
mProgramHandle = loadShaderProgram(vertexResId, fragmentResId);
glUseProgram(mProgramHandle);
return true;
}
int getAttributeHandle(String name) {
return glGetAttribLocation(mProgramHandle, name);
}
int getUniformHandle(String name) {
return glGetUniformLocation(mProgramHandle, name);
}
}