// started from https://github.com/google/grafika/blob/f3c8c3dee60153f471312e21acac8b3a3cddd7dc/src/com/android/grafika/gles/FullFrameRect.java
/*
* Copyright 2014 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 io.cine.android.streaming.gles;
/**
* This class essentially represents a viewport-sized sprite that will be rendered with
* a texture, usually from an external source like the camera or video decoder.
*/
public class FullFrameRect {
private final Drawable2d mRectDrawable = new Drawable2d(Drawable2d.Prefab.FULL_RECTANGLE);
private Texture2dProgram mProgram;
/**
* Prepares the object.
*
* @param program The program to use. FullFrameRect takes ownership, and will release
* the program when no longer needed.
*/
public FullFrameRect(Texture2dProgram program) {
mProgram = program;
}
/**
* Releases resources.
* <p/>
* This must be called with the appropriate EGL context current (i.e. the one that was
* current when the constructor was called). If we're about to destroy the EGL context,
* there's no value in having the caller make it current just to do this cleanup, so you
* can pass a flag that will tell this function to skip any EGL-context-specific cleanup.
*/
public void release(boolean doEglCleanup) {
if (mProgram != null) {
if (doEglCleanup) {
mProgram.release();
}
mProgram = null;
}
}
/**
* Returns the program currently in use.
*/
public Texture2dProgram getProgram() {
return mProgram;
}
/**
* Changes the program. The previous program will be released.
* <p/>
* The appropriate EGL context must be current.
*/
public void changeProgram(Texture2dProgram program) {
mProgram.release();
mProgram = program;
}
/**
* Creates a texture object suitable for use with drawFrame().
*/
public int createTextureObject() {
return mProgram.createTextureObject();
}
/**
* Draws a viewport-filling rect, texturing it with the specified texture object.
*/
public void drawFrame(int textureId, float[] texMatrix) {
// Use the identity matrix for MVP so our 2x2 FULL_RECTANGLE covers the viewport.
mProgram.draw(GlUtil.IDENTITY_MATRIX, mRectDrawable.getVertexArray(), 0,
mRectDrawable.getVertexCount(), mRectDrawable.getCoordsPerVertex(),
mRectDrawable.getVertexStride(),
texMatrix, mRectDrawable.getTexCoordArray(), textureId,
mRectDrawable.getTexCoordStride());
}
}