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1 /*
2  * Copyright (C) 2008-2012 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package android.renderscript;
18 
19 
20 /**
21  * @hide
22  * @deprecated in API 16
23  * <p>ProgramFragmentFixedFunction is a helper class that provides
24  * a way to make a simple fragment shader without writing any
25  * GLSL code. This class allows for display of constant color, interpolated
26  * color from the vertex shader, or combinations of the both
27  * blended with results of up to two texture lookups.</p
28  *
29  **/
30 public class ProgramFragmentFixedFunction extends ProgramFragment {
ProgramFragmentFixedFunction(long id, RenderScript rs)31     ProgramFragmentFixedFunction(long id, RenderScript rs) {
32         super(id, rs);
33     }
34 
35     static class InternalBuilder extends BaseProgramBuilder {
36         /**
37          * @deprecated in API 16
38          */
InternalBuilder(RenderScript rs)39         public InternalBuilder(RenderScript rs) {
40             super(rs);
41         }
42 
43         /**
44          * @deprecated in API 16
45          * Creates ProgramFragmentFixedFunction from the current state
46          * of the builder
47          *
48          * @return  ProgramFragmentFixedFunction
49          */
create()50         public ProgramFragmentFixedFunction create() {
51             mRS.validate();
52             long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
53             String[] texNames = new String[mTextureCount];
54             int idx = 0;
55 
56             for (int i=0; i < mInputCount; i++) {
57                 tmp[idx++] = ProgramParam.INPUT.mID;
58                 tmp[idx++] = mInputs[i].getID(mRS);
59             }
60             for (int i=0; i < mOutputCount; i++) {
61                 tmp[idx++] = ProgramParam.OUTPUT.mID;
62                 tmp[idx++] = mOutputs[i].getID(mRS);
63             }
64             for (int i=0; i < mConstantCount; i++) {
65                 tmp[idx++] = ProgramParam.CONSTANT.mID;
66                 tmp[idx++] = mConstants[i].getID(mRS);
67             }
68             for (int i=0; i < mTextureCount; i++) {
69                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
70                 tmp[idx++] = mTextureTypes[i].mID;
71                 texNames[i] = mTextureNames[i];
72             }
73 
74             long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
75             ProgramFragmentFixedFunction pf = new ProgramFragmentFixedFunction(id, mRS);
76             initProgram(pf);
77             return pf;
78         }
79     }
80 
81     /**
82      * @deprecated in API 16
83      */
84     public static class Builder {
85         /**
86          * @deprecated in API 16
87          */
88         public static final int MAX_TEXTURE = 2;
89         int mNumTextures;
90         boolean mPointSpriteEnable;
91         boolean mVaryingColorEnable;
92         String mShader;
93         RenderScript mRS;
94 
95         /**
96          * @deprecated in API 16
97          * EnvMode describes how textures are combined with the existing
98          * color in the fixed function fragment shader
99          *
100          **/
101         public enum EnvMode {
102             /**
103              * @deprecated in API 16
104              **/
105             REPLACE (1),
106             /**
107              * @deprecated in API 16
108              **/
109             MODULATE (2),
110             /**
111              * @deprecated in API 16
112              **/
113             DECAL (3);
114 
115             int mID;
EnvMode(int id)116             EnvMode(int id) {
117                 mID = id;
118             }
119         }
120 
121         /**
122          * @deprecated in API 16
123          * Format describes the pixel format of textures in the fixed
124          * function fragment shader and how they are sampled
125          *
126          **/
127         public enum Format {
128             /**
129              * @deprecated in API 16
130              **/
131             ALPHA (1),
132             /**
133              * @deprecated in API 16
134              **/
135             LUMINANCE_ALPHA (2),
136             /**
137              * @deprecated in API 16
138              **/
139             RGB (3),
140             /**
141              * @deprecated in API 16
142              **/
143             RGBA (4);
144 
145             int mID;
Format(int id)146             Format(int id) {
147                 mID = id;
148             }
149         }
150 
151         private class Slot {
152             EnvMode env;
153             Format format;
Slot(EnvMode _env, Format _fmt)154             Slot(EnvMode _env, Format _fmt) {
155                 env = _env;
156                 format = _fmt;
157             }
158         }
159         Slot[] mSlots;
160 
buildShaderString()161         private void buildShaderString() {
162             mShader  = "//rs_shader_internal\n";
163             mShader += "varying lowp vec4 varColor;\n";
164             mShader += "varying vec2 varTex0;\n";
165 
166             mShader += "void main() {\n";
167             if (mVaryingColorEnable) {
168                 mShader += "  lowp vec4 col = varColor;\n";
169             } else {
170                 mShader += "  lowp vec4 col = UNI_Color;\n";
171             }
172 
173             if (mNumTextures != 0) {
174                 if (mPointSpriteEnable) {
175                     mShader += "  vec2 t0 = gl_PointCoord;\n";
176                 } else {
177                     mShader += "  vec2 t0 = varTex0.xy;\n";
178                 }
179             }
180 
181             for(int i = 0; i < mNumTextures; i ++) {
182                 switch(mSlots[i].env) {
183                 case REPLACE:
184                     switch (mSlots[i].format) {
185                     case ALPHA:
186                         mShader += "  col.a = texture2D(UNI_Tex0, t0).a;\n";
187                         break;
188                     case LUMINANCE_ALPHA:
189                         mShader += "  col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
190                         break;
191                     case RGB:
192                         mShader += "  col.rgb = texture2D(UNI_Tex0, t0).rgb;\n";
193                         break;
194                     case RGBA:
195                         mShader += "  col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
196                         break;
197                     }
198                     break;
199                 case MODULATE:
200                     switch (mSlots[i].format) {
201                     case ALPHA:
202                         mShader += "  col.a *= texture2D(UNI_Tex0, t0).a;\n";
203                         break;
204                     case LUMINANCE_ALPHA:
205                         mShader += "  col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
206                         break;
207                     case RGB:
208                         mShader += "  col.rgb *= texture2D(UNI_Tex0, t0).rgb;\n";
209                         break;
210                     case RGBA:
211                         mShader += "  col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
212                         break;
213                     }
214                     break;
215                 case DECAL:
216                     mShader += "  col = texture2D(UNI_Tex0, t0);\n";
217                     break;
218                 }
219             }
220 
221             mShader += "  gl_FragColor = col;\n";
222             mShader += "}\n";
223         }
224 
225         /**
226          * @deprecated
227          * Creates a builder for fixed function fragment program
228          *
229          * @param rs Context to which the program will belong.
230          */
Builder(RenderScript rs)231         public Builder(RenderScript rs) {
232             mRS = rs;
233             mSlots = new Slot[MAX_TEXTURE];
234             mPointSpriteEnable = false;
235         }
236 
237         /**
238          * @deprecated in API 16
239          * Adds a texture to be fetched as part of the fixed function
240          * fragment program
241          *
242          * @param env specifies how the texture is combined with the
243          *            current color
244          * @param fmt specifies the format of the texture and how its
245          *            components will be used to combine with the
246          *            current color
247          * @param slot index of the texture to apply the operations on
248          *
249          * @return this
250          */
setTexture(EnvMode env, Format fmt, int slot)251         public Builder setTexture(EnvMode env, Format fmt, int slot)
252             throws IllegalArgumentException {
253             if((slot < 0) || (slot >= MAX_TEXTURE)) {
254                 throw new IllegalArgumentException("MAX_TEXTURE exceeded.");
255             }
256             mSlots[slot] = new Slot(env, fmt);
257             return this;
258         }
259 
260         /**
261          * @deprecated in API 16
262          * Specifies whether the texture coordinate passed from the
263          * vertex program is replaced with an openGL internal point
264          * sprite texture coordinate
265          *
266          **/
setPointSpriteTexCoordinateReplacement(boolean enable)267         public Builder setPointSpriteTexCoordinateReplacement(boolean enable) {
268             mPointSpriteEnable = enable;
269             return this;
270         }
271 
272         /**
273          * @deprecated in API 16
274          * Specifies whether the varying color passed from the vertex
275          * program or the constant color set on the fragment program is
276          * used in the final color calculation in the fixed function
277          * fragment shader
278          *
279          **/
setVaryingColor(boolean enable)280         public Builder setVaryingColor(boolean enable) {
281             mVaryingColorEnable = enable;
282             return this;
283         }
284 
285         /**
286          * @deprecated in API 16
287         * Creates the fixed function fragment program from the current
288         * state of the builder.
289         *
290         */
create()291         public ProgramFragmentFixedFunction create() {
292             InternalBuilder sb = new InternalBuilder(mRS);
293             mNumTextures = 0;
294             for(int i = 0; i < MAX_TEXTURE; i ++) {
295                 if(mSlots[i] != null) {
296                     mNumTextures ++;
297                 }
298             }
299             buildShaderString();
300             sb.setShader(mShader);
301 
302             Type constType = null;
303             if (!mVaryingColorEnable) {
304                 Element.Builder b = new Element.Builder(mRS);
305                 b.add(Element.F32_4(mRS), "Color");
306                 Type.Builder typeBuilder = new Type.Builder(mRS, b.create());
307                 typeBuilder.setX(1);
308                 constType = typeBuilder.create();
309                 sb.addConstant(constType);
310             }
311             for (int i = 0; i < mNumTextures; i ++) {
312                 sb.addTexture(TextureType.TEXTURE_2D);
313             }
314 
315             ProgramFragmentFixedFunction pf = sb.create();
316             pf.mTextureCount = MAX_TEXTURE;
317             if (!mVaryingColorEnable) {
318                 Allocation constantData = Allocation.createTyped(mRS,constType);
319                 FieldPacker fp = new FieldPacker(16);
320                 Float4 f4 = new Float4(1.f, 1.f, 1.f, 1.f);
321                 fp.addF32(f4);
322                 constantData.setFromFieldPacker(0, fp);
323                 pf.bindConstants(constantData, 0);
324             }
325             return pf;
326         }
327     }
328 }
329 
330 
331 
332 
333