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2025-07-14 11:34:38 +08:00

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C++

/*
* Copyright 2018 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.
*/
// This modules handles drawing the passthrough camera image into the OpenGL
// scene.
#include "background_renderer.h"
#include <type_traits>
namespace {
const std::string kVertexShader =
"attribute vec4 a_Position;\n"
"attribute vec2 a_TexCoord;\n"
"varying vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = a_Position;\n"
" v_TexCoord = a_TexCoord;\n"
"}\n";
const std::string kFragmentShaderOES =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform samplerExternalOES sTexture;\n"
"uniform bool uRedUnknown;\n"
"void main() {\n"
" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
"}\n";
const std::string kFragmentShaderBlendingOES =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform samplerExternalOES sTexture;\n"
"uniform sampler2D uDepthTexture;\n"
"uniform vec2 uScreenScale;\n"
"uniform bool uRedUnknown;\n"
"void main() {\n"
" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
" if(depth > 0.0)\n"
" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
" else {\n"
" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
" }\n"
"}\n";
const std::string kFragmentShader =
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform sampler2D sTexture;\n"
"uniform bool uRedUnknown;\n"
"void main() {\n"
" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
"}\n";
const std::string kFragmentShaderBlending =
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform sampler2D sTexture;\n"
"uniform sampler2D uDepthTexture;\n"
"uniform vec2 uScreenScale;\n"
"uniform bool uRedUnknown;\n"
"void main() {\n"
" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
" if(depth > 0.0)\n"
" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
" else {\n"
" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
" }\n"
"}\n";
/* To debug depth texture
const std::string kFragmentShader =
"precision mediump float;\n"
"varying vec2 v_TexCoord;\n"
"uniform sampler2D sTexture;\n"
"void main() {\n"
" float uNearZ = 0.2;\n"
" float uFarZ = 1000.0;\n"
" float depth = texture2D(sTexture, v_TexCoord).r;\n"
" float num = (2.0 * uNearZ * uFarZ);\n"
" float diff = (uFarZ - uNearZ);\n"
" float add = (uFarZ + uNearZ);\n"
" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
" float linearDepth = num / (add - ndcDepth * diff);\n" // inverse projection matrix
" float grey = linearDepth/3.0;\n"
" gl_FragColor = vec4(grey, grey, grey, 0.5);\n"
"}\n";
*/
} // namespace
std::vector<GLuint> BackgroundRenderer::shaderPrograms_;
BackgroundRenderer::~BackgroundRenderer()
{
for(unsigned int i=0; i<shaderPrograms_.size(); ++i)
{
glDeleteShader(shaderPrograms_[i]);
}
shaderPrograms_.clear();
}
void BackgroundRenderer::InitializeGlContent(GLuint textureId, bool oes)
{
LOGI("textureId=%d", textureId);
texture_id_ = textureId;
#ifdef __ANDROID__
oes_ = oes;
#endif
if(shaderPrograms_.empty())
{
shaderPrograms_.resize(2,0);
shaderPrograms_[0] = tango_gl::util::CreateProgram(
kVertexShader.c_str(),
oes_?kFragmentShaderOES.c_str():kFragmentShader.c_str());
UASSERT(shaderPrograms_[0]!=0);
shaderPrograms_[1] = tango_gl::util::CreateProgram(
kVertexShader.c_str(),
oes_?kFragmentShaderBlendingOES.c_str():kFragmentShaderBlending.c_str());
UASSERT(shaderPrograms_[1]!=0);
}
}
void BackgroundRenderer::Draw(const float * transformed_uvs, const GLuint & depthTexture, int screenWidth, int screenHeight, bool redUnknown) {
static_assert(std::extent<decltype(BackgroundRenderer_kVerticesDevice)>::value == kNumVertices * 2, "Incorrect kVertices length");
GLuint program = shaderPrograms_[depthTexture>0?1:0];
glUseProgram(program);
glDepthMask(GL_FALSE);
glEnable (GL_BLEND);
glActiveTexture(GL_TEXTURE0);
#ifdef __ANDROID__
if(oes_)
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
else
#endif
glBindTexture(GL_TEXTURE_2D, texture_id_);
if(depthTexture>0)
{
// Texture activate unit 1
glActiveTexture(GL_TEXTURE1);
// Bind the texture to this unit.
glBindTexture(GL_TEXTURE_2D, depthTexture);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
GLuint depth_texture_handle = glGetUniformLocation(program, "uDepthTexture");
glUniform1i(depth_texture_handle, 1);
GLuint screenScale_handle = glGetUniformLocation(program, "uScreenScale");
glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
}
GLuint screenScale_handle = glGetUniformLocation(program, "uRedUnknown");
glUniform1i(screenScale_handle, redUnknown);
GLuint attributeVertices = glGetAttribLocation(program, "a_Position");
GLuint attributeUvs = glGetAttribLocation(program, "a_TexCoord");
glVertexAttribPointer(attributeVertices, 2, GL_FLOAT, GL_FALSE, 0, BackgroundRenderer_kVerticesDevice);
glVertexAttribPointer(attributeUvs, 2, GL_FLOAT, GL_FALSE, 0, transformed_uvs?transformed_uvs:BackgroundRenderer_kTexCoord);
glEnableVertexAttribArray(attributeVertices);
glEnableVertexAttribArray(attributeUvs);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(attributeVertices);
glDisableVertexAttribArray(attributeUvs);
glUseProgram(0);
glDepthMask(GL_TRUE);
glDisable (GL_BLEND);
tango_gl::util::CheckGlError("BackgroundRenderer::Draw() error");
}