/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.systemui.glwallpaper;
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import static android.opengl.GLES20.GL_FRAGMENT_SHADER;
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import static android.opengl.GLES20.GL_VERTEX_SHADER;
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import static android.opengl.GLES20.glAttachShader;
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import static android.opengl.GLES20.glCompileShader;
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import static android.opengl.GLES20.glCreateProgram;
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import static android.opengl.GLES20.glCreateShader;
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import static android.opengl.GLES20.glGetAttribLocation;
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import static android.opengl.GLES20.glGetUniformLocation;
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import static android.opengl.GLES20.glLinkProgram;
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import static android.opengl.GLES20.glShaderSource;
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import static android.opengl.GLES20.glUseProgram;
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import android.content.Context;
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import android.content.res.Resources;
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import android.util.Log;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStreamReader;
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/**
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* This class takes charge of linking shader codes and then return a handle for OpenGL ES program.
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*/
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class ImageGLProgram {
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private static final String TAG = ImageGLProgram.class.getSimpleName();
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private Context mContext;
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private int mProgramHandle;
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ImageGLProgram(Context context) {
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mContext = context.getApplicationContext();
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}
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private int loadShaderProgram(int vertexId, int fragmentId) {
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final String vertexSrc = getShaderResource(vertexId);
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final String fragmentSrc = getShaderResource(fragmentId);
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final int vertexHandle = getShaderHandle(GL_VERTEX_SHADER, vertexSrc);
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final int fragmentHandle = getShaderHandle(GL_FRAGMENT_SHADER, fragmentSrc);
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return getProgramHandle(vertexHandle, fragmentHandle);
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}
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private String getShaderResource(int shaderId) {
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Resources res = mContext.getResources();
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StringBuilder code = new StringBuilder();
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try (BufferedReader reader = new BufferedReader(
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new InputStreamReader(res.openRawResource(shaderId)))) {
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String nextLine;
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while ((nextLine = reader.readLine()) != null) {
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code.append(nextLine).append("\n");
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}
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} catch (IOException | Resources.NotFoundException ex) {
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Log.d(TAG, "Can not read the shader source", ex);
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code = null;
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}
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return code == null ? "" : code.toString();
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}
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private int getShaderHandle(int type, String src) {
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final int shader = glCreateShader(type);
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if (shader == 0) {
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Log.d(TAG, "Create shader failed, type=" + type);
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return 0;
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}
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glShaderSource(shader, src);
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glCompileShader(shader);
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return shader;
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}
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private int getProgramHandle(int vertexHandle, int fragmentHandle) {
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final int program = glCreateProgram();
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if (program == 0) {
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Log.d(TAG, "Can not create OpenGL ES program");
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return 0;
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}
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glAttachShader(program, vertexHandle);
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glAttachShader(program, fragmentHandle);
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glLinkProgram(program);
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return program;
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}
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boolean useGLProgram(int vertexResId, int fragmentResId) {
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mProgramHandle = loadShaderProgram(vertexResId, fragmentResId);
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glUseProgram(mProgramHandle);
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return true;
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}
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int getAttributeHandle(String name) {
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return glGetAttribLocation(mProgramHandle, name);
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}
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int getUniformHandle(String name) {
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return glGetUniformLocation(mProgramHandle, name);
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}
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}
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