diff options
Diffstat (limited to 'platform_tools/android/apps/skar_java/src/main/java/com/google/skar/examples/helloskar/rendering/BackgroundRenderer.java')
-rw-r--r-- | platform_tools/android/apps/skar_java/src/main/java/com/google/skar/examples/helloskar/rendering/BackgroundRenderer.java | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/platform_tools/android/apps/skar_java/src/main/java/com/google/skar/examples/helloskar/rendering/BackgroundRenderer.java b/platform_tools/android/apps/skar_java/src/main/java/com/google/skar/examples/helloskar/rendering/BackgroundRenderer.java new file mode 100644 index 0000000000..b6b5a859b8 --- /dev/null +++ b/platform_tools/android/apps/skar_java/src/main/java/com/google/skar/examples/helloskar/rendering/BackgroundRenderer.java @@ -0,0 +1,190 @@ +/* + * Copyright 2017 Google Inc. All Rights Reserved. + * 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.google.skar.examples.helloskar.rendering; + +import android.content.Context; +import android.opengl.GLES11Ext; +import android.opengl.GLES20; +import android.opengl.GLSurfaceView; + +import com.google.ar.core.Frame; +import com.google.ar.core.Session; + +import java.io.IOException; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; + +/** + * This class renders the AR background from camera feed. It creates and hosts the texture given to + * ARCore to be filled with the camera image. + */ +public class BackgroundRenderer { + private static final String TAG = BackgroundRenderer.class.getSimpleName(); + + // Shader names. + private static final String VERTEX_SHADER_NAME = "shaders/screenquad.vert"; + private static final String FRAGMENT_SHADER_NAME = "shaders/screenquad.frag"; + + private static final int COORDS_PER_VERTEX = 3; + private static final int TEXCOORDS_PER_VERTEX = 2; + private static final int FLOAT_SIZE = 4; + + private FloatBuffer quadVertices; + private FloatBuffer quadTexCoord; + private FloatBuffer quadTexCoordTransformed; + + private int quadProgram; + + private int quadPositionParam; + private int quadTexCoordParam; + private int textureId = -1; + + public BackgroundRenderer() { + } + + public int getTextureId() { + return textureId; + } + + /** + * Allocates and initializes OpenGL resources needed by the background renderer. Must be called on + * the OpenGL thread, typically in {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, + * EGLConfig)}. + * + * @param context Needed to access shader source. + */ + public void createOnGlThread(Context context) throws IOException { + // Generate the background texture. + int[] textures = new int[1]; + GLES20.glGenTextures(1, textures, 0); + textureId = textures[0]; + int textureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; + GLES20.glBindTexture(textureTarget, textureId); + GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); + GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); + GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); + GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST); + + int numVertices = 4; + if (numVertices != QUAD_COORDS.length / COORDS_PER_VERTEX) { + throw new RuntimeException("Unexpected number of vertices in BackgroundRenderer."); + } + + ByteBuffer bbVertices = ByteBuffer.allocateDirect(QUAD_COORDS.length * FLOAT_SIZE); + bbVertices.order(ByteOrder.nativeOrder()); + quadVertices = bbVertices.asFloatBuffer(); + quadVertices.put(QUAD_COORDS); + quadVertices.position(0); + + ByteBuffer bbTexCoords = + ByteBuffer.allocateDirect(numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE); + bbTexCoords.order(ByteOrder.nativeOrder()); + quadTexCoord = bbTexCoords.asFloatBuffer(); + quadTexCoord.put(QUAD_TEXCOORDS); + quadTexCoord.position(0); + + ByteBuffer bbTexCoordsTransformed = + ByteBuffer.allocateDirect(numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE); + bbTexCoordsTransformed.order(ByteOrder.nativeOrder()); + quadTexCoordTransformed = bbTexCoordsTransformed.asFloatBuffer(); + + int vertexShader = + ShaderUtil.loadGLShader(TAG, context, GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_NAME); + int fragmentShader = + ShaderUtil.loadGLShader(TAG, context, GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_NAME); + + quadProgram = GLES20.glCreateProgram(); + GLES20.glAttachShader(quadProgram, vertexShader); + GLES20.glAttachShader(quadProgram, fragmentShader); + GLES20.glLinkProgram(quadProgram); + GLES20.glUseProgram(quadProgram); + + ShaderUtil.checkGLError(TAG, "Program creation"); + + quadPositionParam = GLES20.glGetAttribLocation(quadProgram, "a_Position"); + quadTexCoordParam = GLES20.glGetAttribLocation(quadProgram, "a_TexCoord"); + + ShaderUtil.checkGLError(TAG, "Program parameters"); + } + + /** + * Draws the AR background image. The image will be drawn such that virtual content rendered with + * the matrices provided by {@link com.google.ar.core.Camera#getViewMatrix(float[], int)} and + * {@link com.google.ar.core.Camera#getProjectionMatrix(float[], int, float, float)} will + * accurately follow static physical objects. This must be called <b>before</b> drawing virtual + * content. + * + * @param frame The last {@code Frame} returned by {@link Session#update()}. + */ + public void draw(Frame frame) { + // If display rotation changed (also includes view size change), we need to re-query the uv + // coordinates for the screen rect, as they may have changed as well. + if (frame.hasDisplayGeometryChanged()) { + frame.transformDisplayUvCoords(quadTexCoord, quadTexCoordTransformed); + } + + // No need to test or write depth, the screen quad has arbitrary depth, and is expected + // to be drawn first. + GLES20.glDisable(GLES20.GL_DEPTH_TEST); + GLES20.glDepthMask(false); + + GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId); + + GLES20.glUseProgram(quadProgram); + + // Set the vertex positions. + GLES20.glVertexAttribPointer( + quadPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, quadVertices); + + // Set the texture coordinates. + GLES20.glVertexAttribPointer( + quadTexCoordParam, + TEXCOORDS_PER_VERTEX, + GLES20.GL_FLOAT, + false, + 0, + quadTexCoordTransformed); + + // Enable vertex arrays + GLES20.glEnableVertexAttribArray(quadPositionParam); + GLES20.glEnableVertexAttribArray(quadTexCoordParam); + + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + + // Disable vertex arrays + GLES20.glDisableVertexAttribArray(quadPositionParam); + GLES20.glDisableVertexAttribArray(quadTexCoordParam); + + // Restore the depth state for further drawing. + GLES20.glDepthMask(true); + GLES20.glEnable(GLES20.GL_DEPTH_TEST); + + ShaderUtil.checkGLError(TAG, "Draw"); + } + + private static final float[] QUAD_COORDS = + new float[]{ + -1.0f, -1.0f, 0.0f, -1.0f, +1.0f, 0.0f, +1.0f, -1.0f, 0.0f, +1.0f, +1.0f, 0.0f, + }; + + private static final float[] QUAD_TEXCOORDS = + new float[]{ + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + }; +} |