refactor into files

This commit is contained in:
2025-12-30 15:17:18 +01:00
parent d3eae79aa3
commit ce19309e05
12 changed files with 330 additions and 156 deletions

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@@ -0,0 +1,14 @@
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
precision mediump float;
uniform samplerExternalOES uTexture;
in vec2 vTexCoord;
out vec4 fragColor;
void main()
{
fragColor = texture(uTexture, vTexCoord);
}

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@@ -0,0 +1,12 @@
#version 300 es
layout(location = 0) in vec4 aPosition;
layout(location = 1) in vec2 aTexCoord;
out vec2 vTexCoord;
void main()
{
gl_Position = aPosition;
vTexCoord = aTexCoord;
}

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@@ -11,6 +11,10 @@ add_library(mosis-service SHARED
mosis-service.cpp
com/omixlab/mosis/IMosisService.cpp
com/omixlab/mosis/IMosisListener.cpp
assets_manager.cpp
shader.cpp
external_texture.cpp
quad.cpp
egl_context.cpp
logger.cpp
glad/src/egl.c
@@ -24,6 +28,10 @@ add_library(mosis-test SHARED
com/omixlab/mosis/IMosisService.cpp
com/omixlab/mosis/IMosisListener.cpp
mosis-test.cpp
assets_manager.cpp
shader.cpp
external_texture.cpp
quad.cpp
egl_context.cpp
logger.cpp
glad/src/egl.c

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@@ -0,0 +1,21 @@
#include "assets_manager.h"
#include <android/asset_manager.h>
void AssetsManager::Init(AAssetManager *asset_manager)
{
m_asset_manager = asset_manager;
}
std::vector<uint8_t> AssetsManager::ReadAll(const std::string &filename)
{
if (AAsset* asset = AAssetManager_open(m_asset_manager,
filename.c_str(), AASSET_MODE_BUFFER))
{
const auto size = AAsset_getLength(asset);
auto buffer = std::vector<uint8_t>(size);
AAsset_read(asset, buffer.data(), size);
AAsset_close(asset);
return buffer;
}
return {};
}

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@@ -0,0 +1,12 @@
#pragma once
#include <vector>
struct AAssetManager;
class AssetsManager
{
static inline AAssetManager* m_asset_manager = nullptr;
public:
static void Init(AAssetManager* asset_manager);
static std::vector<uint8_t> ReadAll(const std::string& filename);
};

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@@ -0,0 +1,42 @@
#include "external_texture.h"
#include <android/hardware_buffer.h>
#include <glad/egl.h>
#include "logger.h"
bool ExternalTexture::create(AHardwareBuffer *hardwareBuffer)
{
AHardwareBuffer_Desc desc{};
AHardwareBuffer_describe(hardwareBuffer, &desc);
EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(hardwareBuffer);
EGLImageKHR eglImage = eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, clientBuffer, nullptr);
if (eglImage == EGL_NO_IMAGE_KHR)
{
Logger::Log("Failed to create EGL image");
return false;
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage);
eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return true;
}
void ExternalTexture::destroy()
{
if (texture)
glDeleteTextures(1, &texture);
texture = 0;
}
void ExternalTexture::bind() const
{
glBindTexture(GL_TEXTURE_2D, texture);
}
void ExternalTexture::unbind() const
{
glBindTexture(GL_TEXTURE_2D, 0);
}

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@@ -0,0 +1,14 @@
#pragma once
#include <glad/gles2.h>
struct AHardwareBuffer;
class ExternalTexture
{
GLuint texture = 0;
public:
bool create(AHardwareBuffer* hardwareBuffer);
void destroy();
void bind() const;
void unbind() const;
};

View File

@@ -8,6 +8,10 @@
#include <android/asset_manager_jni.h>
#include "logger.h"
#include "egl_context.h"
#include "assets_manager.h"
#include "shader.h"
#include "external_texture.h"
#include "quad.h"
#include <glad/gles2.h>
#include <glad/egl.h>
#include <memory>
@@ -17,163 +21,12 @@
using namespace aidl::com::omixlab::mosis;
using namespace aidl::android::hardware;
class AssetsManager
{
static inline AAssetManager* m_asset_manager = nullptr;
public:
static void Init(AAssetManager* asset_manager)
{
m_asset_manager = asset_manager;
}
static std::vector<uint8_t> ReadAll(const std::string& filename)
{
if (AAsset* asset = AAssetManager_open(m_asset_manager,
filename.c_str(), AASSET_MODE_BUFFER))
{
const auto size = AAsset_getLength(asset);
auto buffer = std::vector<uint8_t>(size);
AAsset_read(asset, buffer.data(), size);
AAsset_close(asset);
return buffer;
}
return {};
}
};
class Shader
{
GLuint m_program = 0;
public:
~Shader()
{
if (m_program != 0)
{
glDeleteProgram(m_program);
}
}
bool load(const std::string& vertexFilename, const std::string& fragmentFilename)
{
// Read source from assets
std::vector<uint8_t> vsSourceRaw = AssetsManager::ReadAll(vertexFilename);
std::vector<uint8_t> fsSourceRaw = AssetsManager::ReadAll(fragmentFilename);
if (vsSourceRaw.empty() || fsSourceRaw.empty())
{
Logger::Log("Failed to read shader files from assets");
return false;
}
// Null-terminate the source strings
std::string vsSource(vsSourceRaw.begin(), vsSourceRaw.end());
std::string fsSource(fsSourceRaw.begin(), fsSourceRaw.end());
GLuint vertexShader = compile(GL_VERTEX_SHADER, vsSource.c_str());
if (!vertexShader) return false;
GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fsSource.c_str());
if (!fragmentShader)
{
glDeleteShader(vertexShader);
return false;
}
m_program = glCreateProgram();
glAttachShader(m_program, vertexShader);
glAttachShader(m_program, fragmentShader);
glLinkProgram(m_program);
// Check for link errors
GLint linked;
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint infoLen = 0;
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
std::vector<char> infoLog(infoLen);
glGetProgramInfoLog(m_program, infoLen, nullptr, infoLog.data());
Logger::Log(std::format("Error linking program: {}", infoLog.data()));
}
glDeleteProgram(m_program);
m_program = 0;
}
// Shaders can be deleted after linking
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return (m_program != 0);
}
void use() const
{
if (m_program) glUseProgram(m_program);
}
GLint getUniformLocation(const char* name) const
{
return glGetUniformLocation(m_program, name);
}
GLint getAttribLocation(const char* name) const
{
return glGetAttribLocation(m_program, name);
}
private:
GLuint compile(GLenum type, const char* source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
std::vector<char> infoLog(infoLen);
glGetShaderInfoLog(shader, infoLen, nullptr, infoLog.data());
Logger::Log(std::format("Error compiling shader type {}: {}",
type, infoLog.data()));
}
glDeleteShader(shader);
return 0;
}
return shader;
}
};
class ImportedTexture
{
GLuint texture = 0;
public:
bool create(AHardwareBuffer* hardwareBuffer)
{
AHardwareBuffer_Desc desc{};
AHardwareBuffer_describe(hardwareBuffer, &desc);
EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(hardwareBuffer);
EGLImageKHR eglImage = eglCreateImageKHR(eglGetCurrentDisplay(), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, clientBuffer, nullptr);
if (eglImage == EGL_NO_IMAGE_KHR)
{
Logger::Log("Failed to create EGL image");
return false;
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImage);
eglDestroyImageKHR(eglGetCurrentDisplay(), eglImage);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return true;
}
};
class Renderer : public BnMosisListener
{
std::unique_ptr<egl::Context> m_egl_context;
std::unique_ptr<ImportedTexture> m_texture;
std::unique_ptr<ExternalTexture> m_texture;
std::unique_ptr<Shader> m_quad_shader;
std::unique_ptr<Quad> m_quad;
AHardwareBuffer* m_hwbuffer = nullptr;
std::thread m_render_loop;
bool m_active = false;
@@ -182,12 +35,13 @@ class Renderer : public BnMosisListener
m_egl_context = std::make_unique<egl::Context>();
if (m_egl_context->create(window))
{
init_resources();
m_active = true;
while (m_active)
{
if (m_hwbuffer && !m_texture)
{
m_texture = std::make_unique<ImportedTexture>();
m_texture = std::make_unique<ExternalTexture>();
if (!m_texture->create(m_hwbuffer))
{
Logger::Log("Failed to create texture");
@@ -201,13 +55,24 @@ class Renderer : public BnMosisListener
Logger::Log("Failed to create EGL context");
}
}
void init_resources()
{
m_quad_shader = std::make_unique<Shader>();
m_quad_shader->load("quad.vs.glsl", "quad.fs.glsl");
m_quad = std::make_unique<Quad>();
m_quad->create();
}
void render_frame()
{
glClearColor(0.f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (m_texture)
{
m_quad_shader->use();
glUniform1i(m_quad_shader->getUniformLocation("uTexture"), 0);
glActiveTexture(GL_TEXTURE0);
m_texture->bind();
m_quad->draw();
}
m_egl_context->swap();
}

50
src/main/cpp/quad.cpp Normal file
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@@ -0,0 +1,50 @@
#include "quad.h"
void Quad::create()
{
// 4 vertices for a triangle strip covering the screen
// Format: X, Y, Z, U, V
float vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // Bottom-left
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // Bottom-right
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top-left
1.0f, 1.0f, 0.0f, 1.0f, 1.0f // Top-right
};
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Attribute 0: Position (3 floats)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
// Attribute 1: TexCoord (2 floats)
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Quad::draw() const
{
if (m_vao)
{
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
}
void Quad::destroy()
{
if (m_vao)
glDeleteVertexArrays(1, &m_vao);
if (m_vbo)
glDeleteBuffers(1, &m_vbo);
}

12
src/main/cpp/quad.h Normal file
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@@ -0,0 +1,12 @@
#pragma once
#include <glad/gles2.h>
class Quad
{
GLuint m_vao = 0;
GLuint m_vbo = 0;
public:
void create();
void draw() const;
void destroy();
};

108
src/main/cpp/shader.cpp Normal file
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@@ -0,0 +1,108 @@
#include "shader.h"
#include <vector>
#include <format>
#include "assets_manager.h"
#include "logger.h"
void Shader::destroy()
{
if (m_program != 0)
{
glDeleteProgram(m_program);
}
}
bool Shader::load(const std::string &vertexFilename, const std::string &fragmentFilename)
{
// Read source from assets
std::vector<uint8_t> vsSourceRaw = AssetsManager::ReadAll(vertexFilename);
std::vector<uint8_t> fsSourceRaw = AssetsManager::ReadAll(fragmentFilename);
if (vsSourceRaw.empty() || fsSourceRaw.empty())
{
Logger::Log("Failed to read shader files from assets");
return false;
}
// Null-terminate the source strings
std::string vsSource(vsSourceRaw.begin(), vsSourceRaw.end());
std::string fsSource(fsSourceRaw.begin(), fsSourceRaw.end());
GLuint vertexShader = compile(GL_VERTEX_SHADER, vsSource.c_str());
if (!vertexShader) return false;
GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fsSource.c_str());
if (!fragmentShader)
{
glDeleteShader(vertexShader);
return false;
}
m_program = glCreateProgram();
glAttachShader(m_program, vertexShader);
glAttachShader(m_program, fragmentShader);
glLinkProgram(m_program);
// Check for link errors
GLint linked;
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint infoLen = 0;
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
std::vector<char> infoLog(infoLen);
glGetProgramInfoLog(m_program, infoLen, nullptr, infoLog.data());
Logger::Log(std::format("Error linking program: {}", infoLog.data()));
}
glDeleteProgram(m_program);
m_program = 0;
}
// Shaders can be deleted after linking
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return (m_program != 0);
}
void Shader::use() const
{
if (m_program) glUseProgram(m_program);
}
GLint Shader::getUniformLocation(const char *name) const
{
return glGetUniformLocation(m_program, name);
}
GLint Shader::getAttribLocation(const char *name) const
{
return glGetAttribLocation(m_program, name);
}
GLuint Shader::compile(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1)
{
std::vector<char> infoLog(infoLen);
glGetShaderInfoLog(shader, infoLen, nullptr, infoLog.data());
Logger::Log(std::format("Error compiling shader type {}: {}",
type, infoLog.data()));
}
glDeleteShader(shader);
return 0;
}
return shader;
}

16
src/main/cpp/shader.h Normal file
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@@ -0,0 +1,16 @@
#pragma once
#include <glad/gles2.h>
#include <string>
class Shader
{
GLuint m_program = 0;
public:
void destroy();
bool load(const std::string& vertexFilename, const std::string& fragmentFilename);
void use() const;
GLint getUniformLocation(const char* name) const;
GLint getAttribLocation(const char* name) const;
private:
GLuint compile(GLenum type, const char* source);
};