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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 "shader_pass_rotate.h"
17 #include "shader_pass.h"
18 #include "shader_pass_surface.h"
19 #include "render/graphics/graphics_render_engine.h"
20 #include "shader_pass_program.h"
21 #include "render_mesh.h"
22 #include "media_log.h"
23 
24 namespace OHOS {
25 namespace Media {
26 namespace {
27 constexpr OHOS::HiviewDFX::HiLogLabel LABEL = {LOG_CORE, LOG_DOMAIN_VIDEOEDITOR, "VideoEditorRender"};
28 }
29 
30 constexpr const char* SURFACE_VERTEX_SHADER_CODE = R"(uniform mat4 uTexMatrix;
31     attribute vec4 aPosition;
32     attribute vec4 aTextureCoord;
33     varying vec2 vTextureCoord;
34     void main() {
35         gl_Position = aPosition;
36         vTextureCoord = (uTexMatrix * vec4(aTextureCoord.xy, 0.0, 1.0)).xy;
37     }
38     )";
39 
40 constexpr const char* SURFACE_ROTATE_FRAGMENT_SHADER_CODE = R"(
41     precision mediump float;
42     varying vec2 vTextureCoord;
43     uniform sampler2D sTexture;
44     void main() {
45         gl_FragColor = texture2D(sTexture, vTextureCoord);
46     }
47     )";
48 
ShaderPassRotate(RenderContext * context)49 ShaderPassRotate::ShaderPassRotate(RenderContext* context)
50     : ShaderPass(context, SURFACE_VERTEX_SHADER_CODE, SURFACE_ROTATE_FRAGMENT_SHADER_CODE, DEFAULT_VERTEX_DATA)
51 {
52     renderEffectData_ = std::make_shared<SurfaceData>();
53 }
54 
~ShaderPassRotate()55 ShaderPassRotate::~ShaderPassRotate() {}
56 
GetRenderEffectData()57 SurfaceDataPtr ShaderPassRotate::GetRenderEffectData()
58 {
59     return std::static_pointer_cast<SurfaceData>(renderEffectData_);
60 }
61 
PreDraw()62 void ShaderPassRotate::PreDraw()
63 {
64     SurfaceDataPtr surfaceData = std::static_pointer_cast<SurfaceData>(renderEffectData_);
65     if (shader_ == nullptr || surfaceData == nullptr) {
66         MEDIA_LOGE("ShaderPassRotate::PreDraw failed because the shader or surfaceData is nullptr.");
67         return;
68     }
69     if (surfaceData->inputTexture_ != nullptr) {
70         shader_->BindTexture("sTexture", 0, surfaceData->inputTexture_->GetTextureId());
71     }
72     shader_->SetMat4("uTexMatrix", surfaceData->uTexMatrix);
73 }
74 
PostDraw()75 void ShaderPassRotate::PostDraw()
76 {
77     SurfaceDataPtr surfaceData = std::static_pointer_cast<SurfaceData>(renderEffectData_);
78     if (surfaceData->inputTexture_ != nullptr) {
79         shader_->UnBindTexture(0);
80         surfaceData->inputTexture_.reset();
81     }
82 }
83 }
84 }