75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
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//
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// Created by Marc Rousavy on 29.08.23.
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//
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#include "OpenGLRenderer.h"
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <android/log.h>
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#include <android/native_window.h>
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#include <utility>
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#include "OpenGLError.h"
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namespace vision {
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std::unique_ptr<OpenGLRenderer> OpenGLRenderer::CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
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return std::unique_ptr<OpenGLRenderer>(new OpenGLRenderer(std::move(context), surface));
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}
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OpenGLRenderer::OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
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_context = std::move(context);
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_outputSurface = surface;
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_width = ANativeWindow_getWidth(surface);
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_height = ANativeWindow_getHeight(surface);
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}
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OpenGLRenderer::~OpenGLRenderer() {
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if (_outputSurface != nullptr) {
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ANativeWindow_release(_outputSurface);
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}
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destroy();
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}
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void OpenGLRenderer::destroy() {
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if (_context != nullptr && _surface != EGL_NO_DISPLAY) {
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__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Surface...");
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eglDestroySurface(_context->display, _surface);
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_surface = EGL_NO_SURFACE;
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}
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}
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void OpenGLRenderer::renderTextureToSurface(const OpenGLTexture& texture, float* transformMatrix) {
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if (_surface == EGL_NO_SURFACE) {
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__android_log_print(ANDROID_LOG_INFO, TAG, "Creating Window Surface...");
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_context->use();
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_surface = eglCreateWindowSurface(_context->display, _context->config, _outputSurface, nullptr);
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}
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// 1. Activate the OpenGL context for this surface
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_context->use(_surface);
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// 2. Set the viewport for rendering
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glViewport(0, 0, _width, _height);
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glDisable(GL_BLEND);
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// 3. Bind the input texture
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glBindTexture(texture.target, texture.id);
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glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// 4. Draw it using the pass-through shader which also applies transforms
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_passThroughShader.draw(texture, transformMatrix);
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// 5. Swap buffers to pass it to the window surface
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eglSwapBuffers(_context->display, _surface);
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}
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} // namespace vision
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