/******************************************************************************* * This file is part of RedReader. * * RedReader is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * RedReader is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with RedReader. If not, see <http://www.gnu.org/licenses/>. ******************************************************************************/ package org.quantumbadger.redreader.views.glview.program; import android.opengl.GLES20; import java.nio.FloatBuffer; public class RRGLProgramTexture extends RRGLProgramVertices { private final int mUVDataHandle; private final int mTextureUniformHandle; public RRGLProgramTexture() { super(vertexShaderSource, fragmentShaderSource); setVertexBufferHandle(getAttributeHandle("a_Position")); setMatrixUniformHandle(getUniformHandle("u_Matrix")); setPixelMatrixHandle(getUniformHandle("u_PixelMatrix")); mUVDataHandle = getAttributeHandle("a_TexCoordinate"); mTextureUniformHandle = getUniformHandle("u_Texture"); } public void activateTextureByHandle(final int textureHandle) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mTextureUniformHandle, 0); } public void activateUVBuffer(FloatBuffer uvBuffer) { GLES20.glVertexAttribPointer(mUVDataHandle, 2, GLES20.GL_FLOAT, false, 0, uvBuffer); } @Override public void onActivated() { super.onActivated(); GLES20.glEnableVertexAttribArray(mUVDataHandle); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); } @Override public void onDeactivated() { super.onDeactivated(); GLES20.glDisableVertexAttribArray(mUVDataHandle); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } private static final String vertexShaderSource = "uniform mat4 u_Matrix; \n" + "uniform mat4 u_PixelMatrix; \n" + "attribute vec4 a_Position; \n" + "attribute vec2 a_TexCoordinate; \n" + "varying vec2 v_TexCoordinate; \n" + "void main() {\n" + " v_TexCoordinate = a_TexCoordinate; \n" + " gl_Position = u_PixelMatrix * (u_Matrix * a_Position);\n" + "} \n"; private static final String fragmentShaderSource = "precision mediump float; \n" + "uniform sampler2D u_Texture; \n" + "varying vec2 v_TexCoordinate; \n" + "void main() { \n" + " gl_FragColor = texture2D(u_Texture, v_TexCoordinate); \n" + "} \n"; }