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_surface.h"
17 #include "shader_pass_program.h"
18
19 namespace OHOS {
20 namespace Media {
21 #ifndef GL_TEXTURE_EXTERNAL_OES
22 #define GL_TEXTURE_EXTERNAL_OES 0x8D65
23 #endif
24
25 constexpr const char* SURFACE_VERTEX_SHADER_CODE = R"(uniform mat4 uTexMatrix;
26 attribute vec4 aPosition;
27 attribute vec4 aTextureCoord;
28 varying vec2 vTextureCoord;
29 void main() {
30 gl_Position = aPosition;
31 vTextureCoord = (uTexMatrix * vec4(aTextureCoord.xy, 0.0, 1.0)).xy;
32 }
33 )";
34
35 constexpr const char* SURFACE_FRAGMENT_SHADER_CODE = R"(#extension GL_OES_EGL_image_external : require
36 precision mediump float;
37 varying vec2 vTextureCoord;
38 uniform samplerExternalOES sTexture;
39 void main() {
40 gl_FragColor = texture2D(sTexture, vTextureCoord);
41 }
42 )";
43
ShaderPassSurface(RenderContext * context)44 ShaderPassSurface::ShaderPassSurface(RenderContext* context)
45 : ShaderPass(context, SURFACE_VERTEX_SHADER_CODE, SURFACE_FRAGMENT_SHADER_CODE, DEFAULT_VERTEX_DATA)
46 {
47 renderEffectData_ = std::make_shared<SurfaceData>();
48 }
49
~ShaderPassSurface()50 ShaderPassSurface::~ShaderPassSurface() {}
51
GetRenderEffectData()52 SurfaceDataPtr ShaderPassSurface::GetRenderEffectData()
53 {
54 return std::static_pointer_cast<SurfaceData>(renderEffectData_);
55 }
56
PreDraw()57 void ShaderPassSurface::PreDraw()
58 {
59 SurfaceDataPtr surfaceData = std::static_pointer_cast<SurfaceData>(renderEffectData_);
60 if (shader_) {
61 shader_->BindTexture("sTexture", 0, surfaceData->nativeTexId, GL_TEXTURE_EXTERNAL_OES);
62 shader_->SetMat4("uTexMatrix", surfaceData->uTexMatrix);
63 }
64 }
65
PostDraw()66 void ShaderPassSurface::PostDraw()
67 {
68 SurfaceDataPtr surfaceData = std::static_pointer_cast<SurfaceData>(renderEffectData_);
69 if (surfaceData->inputTexture_ != nullptr) {
70 shader_->UnBindTexture(0);
71 surfaceData->inputTexture_.reset();
72 }
73 }
74 }
75 }