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/*
* Copyright (C) 2008-2012 The Android Open Source Project
*
* 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 android.renderscript;
/**
* @hide
* @deprecated in API 16
* <p>ProgramFragmentFixedFunction is a helper class that provides
* a way to make a simple fragment shader without writing any
* GLSL code. This class allows for display of constant color, interpolated
* color from the vertex shader, or combinations of the both
* blended with results of up to two texture lookups.</p
*
**/
public class ProgramFragmentFixedFunction extends ProgramFragment {
ProgramFragmentFixedFunction(long id, RenderScript rs) {
super(id, rs);
}
static class InternalBuilder extends BaseProgramBuilder {
/**
* @deprecated in API 16
*/
public InternalBuilder(RenderScript rs) {
super(rs);
}
/**
* @deprecated in API 16
* Creates ProgramFragmentFixedFunction from the current state
* of the builder
*
* @return ProgramFragmentFixedFunction
*/
public ProgramFragmentFixedFunction create() {
mRS.validate();
long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
String[] texNames = new String[mTextureCount];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
tmp[idx++] = ProgramParam.INPUT.mID;
tmp[idx++] = mInputs[i].getID(mRS);
}
for (int i=0; i < mOutputCount; i++) {
tmp[idx++] = ProgramParam.OUTPUT.mID;
tmp[idx++] = mOutputs[i].getID(mRS);
}
for (int i=0; i < mConstantCount; i++) {
tmp[idx++] = ProgramParam.CONSTANT.mID;
tmp[idx++] = mConstants[i].getID(mRS);
}
for (int i=0; i < mTextureCount; i++) {
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
tmp[idx++] = mTextureTypes[i].mID;
texNames[i] = mTextureNames[i];
}
long id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
ProgramFragmentFixedFunction pf = new ProgramFragmentFixedFunction(id, mRS);
initProgram(pf);
return pf;
}
}
/**
* @deprecated in API 16
*/
public static class Builder {
/**
* @deprecated in API 16
*/
public static final int MAX_TEXTURE = 2;
int mNumTextures;
boolean mPointSpriteEnable;
boolean mVaryingColorEnable;
String mShader;
RenderScript mRS;
/**
* @deprecated in API 16
* EnvMode describes how textures are combined with the existing
* color in the fixed function fragment shader
*
**/
public enum EnvMode {
/**
* @deprecated in API 16
**/
REPLACE (1),
/**
* @deprecated in API 16
**/
MODULATE (2),
/**
* @deprecated in API 16
**/
DECAL (3);
int mID;
EnvMode(int id) {
mID = id;
}
}
/**
* @deprecated in API 16
* Format describes the pixel format of textures in the fixed
* function fragment shader and how they are sampled
*
**/
public enum Format {
/**
* @deprecated in API 16
**/
ALPHA (1),
/**
* @deprecated in API 16
**/
LUMINANCE_ALPHA (2),
/**
* @deprecated in API 16
**/
RGB (3),
/**
* @deprecated in API 16
**/
RGBA (4);
int mID;
Format(int id) {
mID = id;
}
}
private class Slot {
EnvMode env;
Format format;
Slot(EnvMode _env, Format _fmt) {
env = _env;
format = _fmt;
}
}
Slot[] mSlots;
private void buildShaderString() {
mShader = "//rs_shader_internal\n";
mShader += "varying lowp vec4 varColor;\n";
mShader += "varying vec2 varTex0;\n";
mShader += "void main() {\n";
if (mVaryingColorEnable) {
mShader += " lowp vec4 col = varColor;\n";
} else {
mShader += " lowp vec4 col = UNI_Color;\n";
}
if (mNumTextures != 0) {
if (mPointSpriteEnable) {
mShader += " vec2 t0 = gl_PointCoord;\n";
} else {
mShader += " vec2 t0 = varTex0.xy;\n";
}
}
for(int i = 0; i < mNumTextures; i ++) {
switch(mSlots[i].env) {
case REPLACE:
switch (mSlots[i].format) {
case ALPHA:
mShader += " col.a = texture2D(UNI_Tex0, t0).a;\n";
break;
case LUMINANCE_ALPHA:
mShader += " col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
break;
case RGB:
mShader += " col.rgb = texture2D(UNI_Tex0, t0).rgb;\n";
break;
case RGBA:
mShader += " col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
break;
}
break;
case MODULATE:
switch (mSlots[i].format) {
case ALPHA:
mShader += " col.a *= texture2D(UNI_Tex0, t0).a;\n";
break;
case LUMINANCE_ALPHA:
mShader += " col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
break;
case RGB:
mShader += " col.rgb *= texture2D(UNI_Tex0, t0).rgb;\n";
break;
case RGBA:
mShader += " col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
break;
}
break;
case DECAL:
mShader += " col = texture2D(UNI_Tex0, t0);\n";
break;
}
}
mShader += " gl_FragColor = col;\n";
mShader += "}\n";
}
/**
* @deprecated
* Creates a builder for fixed function fragment program
*
* @param rs Context to which the program will belong.
*/
public Builder(RenderScript rs) {
mRS = rs;
mSlots = new Slot[MAX_TEXTURE];
mPointSpriteEnable = false;
}
/**
* @deprecated in API 16
* Adds a texture to be fetched as part of the fixed function
* fragment program
*
* @param env specifies how the texture is combined with the
* current color
* @param fmt specifies the format of the texture and how its
* components will be used to combine with the
* current color
* @param slot index of the texture to apply the operations on
*
* @return this
*/
public Builder setTexture(EnvMode env, Format fmt, int slot)
throws IllegalArgumentException {
if((slot < 0) || (slot >= MAX_TEXTURE)) {
throw new IllegalArgumentException("MAX_TEXTURE exceeded.");
}
mSlots[slot] = new Slot(env, fmt);
return this;
}
/**
* @deprecated in API 16
* Specifies whether the texture coordinate passed from the
* vertex program is replaced with an openGL internal point
* sprite texture coordinate
*
**/
public Builder setPointSpriteTexCoordinateReplacement(boolean enable) {
mPointSpriteEnable = enable;
return this;
}
/**
* @deprecated in API 16
* Specifies whether the varying color passed from the vertex
* program or the constant color set on the fragment program is
* used in the final color calculation in the fixed function
* fragment shader
*
**/
public Builder setVaryingColor(boolean enable) {
mVaryingColorEnable = enable;
return this;
}
/**
* @deprecated in API 16
* Creates the fixed function fragment program from the current
* state of the builder.
*
*/
public ProgramFragmentFixedFunction create() {
InternalBuilder sb = new InternalBuilder(mRS);
mNumTextures = 0;
for(int i = 0; i < MAX_TEXTURE; i ++) {
if(mSlots[i] != null) {
mNumTextures ++;
}
}
buildShaderString();
sb.setShader(mShader);
Type constType = null;
if (!mVaryingColorEnable) {
Element.Builder b = new Element.Builder(mRS);
b.add(Element.F32_4(mRS), "Color");
Type.Builder typeBuilder = new Type.Builder(mRS, b.create());
typeBuilder.setX(1);
constType = typeBuilder.create();
sb.addConstant(constType);
}
for (int i = 0; i < mNumTextures; i ++) {
sb.addTexture(TextureType.TEXTURE_2D);
}
ProgramFragmentFixedFunction pf = sb.create();
pf.mTextureCount = MAX_TEXTURE;
if (!mVaryingColorEnable) {
Allocation constantData = Allocation.createTyped(mRS,constType);
FieldPacker fp = new FieldPacker(16);
Float4 f4 = new Float4(1.f, 1.f, 1.f, 1.f);
fp.addF32(f4);
constantData.setFromFieldPacker(0, fp);
pf.bindConstants(constantData, 0);
}
return pf;
}
}
}