• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "render_mesh.h"
17 #include "shader_pass_on_screen.h"
18 #include "shader_pass_program.h"
19 
20 namespace OHOS {
21 namespace Media {
22 constexpr const char* DEFAULT_VERTEX_SHADER_CODE = R"(attribute vec4 aPosition;
23     attribute vec4 aTextureCoord;
24     varying vec2 textureCoordinate;
25     void main()
26     {
27         gl_Position = aPosition;
28         textureCoordinate = aTextureCoord.xy;
29     }
30     )";
31 
32 constexpr const char* DEFAULT_FRAGMENT_SHADER_CODE = R"(precision highp float;
33     varying vec2 textureCoordinate;
34     uniform sampler2D inputTexture;
35     void main()
36     {
37        gl_FragColor = texture2D(inputTexture, textureCoordinate);
38     }
39     )";
40 
ShaderPassOnScreen(RenderContext * context)41 ShaderPassOnScreen::ShaderPassOnScreen(RenderContext* context)
42     : ShaderPass(context, DEFAULT_VERTEX_SHADER_CODE, DEFAULT_FRAGMENT_SHADER_CODE, DEFAULT_FLIP_VERTEX_DATA)
43 {
44     renderEffectData_ = std::make_shared<RenderEffectData>();
45 }
46 
~ShaderPassOnScreen()47 ShaderPassOnScreen::~ShaderPassOnScreen() {}
48 
GetRenderEffectData()49 RenderEffectDataPtr ShaderPassOnScreen::GetRenderEffectData()
50 {
51     return renderEffectData_;
52 }
53 
Render()54 RenderTexturePtr ShaderPassOnScreen::Render()
55 {
56     if (shader_ == nullptr) {
57         shader_ = std::make_shared<ShaderPassProgram>(context_, vertexShaderCode_, fragmentShaderCode_);
58     }
59     glBindFramebuffer(GL_FRAMEBUFFER, 0);
60     glClearColor(0, 0, 0, 0);
61     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
62     glViewport(0, 0, renderEffectData_->outputWidth_, renderEffectData_->outputHeight_);
63     shader_->Bind();
64     renderMesh_->Bind(shader_->GetShader());
65     PreDraw();
66     glDrawArrays(renderMesh_->primitiveType_, 0, renderMesh_->vertexNum_);
67     PostDraw();
68     shader_->Unbind();
69     return nullptr;
70 }
71 
PreDraw()72 void ShaderPassOnScreen::PreDraw()
73 {
74     if (renderEffectData_->inputTexture_ != nullptr) {
75         shader_->BindTexture("inputTexture", 0, renderEffectData_->inputTexture_->GetTextureId());
76     }
77 }
78 
PostDraw()79 void ShaderPassOnScreen::PostDraw()
80 {
81     if (renderEffectData_->inputTexture_ != nullptr) {
82         shader_->UnBindTexture(0);
83         renderEffectData_->inputTexture_.reset();
84     }
85 }
86 }
87 }