1 /*
2 * Copyright (c) 2022 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "scale_filter.h"
17
18 namespace OHOS {
19 namespace Rosen {
ScaleFilter()20 ScaleFilter::ScaleFilter()
21 {
22 CreateProgram(GetVertexShader(), GetFragmentShader());
23 }
24
SetValue(const std::string & key,std::shared_ptr<void> value,int size)25 void ScaleFilter::SetValue(const std::string& key, std::shared_ptr<void> value, int size)
26 {
27 if (key == "scale" && size > 0) {
28 std::shared_ptr<float> scale = std::static_pointer_cast<float>(value);
29 scale_ = *(scale.get());
30 }
31 LOGD("The scale is %{public}f.", scale_);
32 }
33
SetScale(float scale)34 void ScaleFilter::SetScale(float scale)
35 {
36 scale_ = scale;
37 }
38
DoProcess(ProcessData & data)39 void ScaleFilter::DoProcess(ProcessData& data)
40 {
41 data.textureHeight = std::floorf(scale_ * data.textureHeight);
42 data.textureWidth = std::floorf(scale_ * data.textureWidth);
43 std::swap(data.srcTextureID, data.dstTextureID);
44 }
45
GetVertexShader()46 std::string ScaleFilter::GetVertexShader()
47 {
48 return R"SHADER(#version 320 es
49 precision mediump float;
50 layout (location = 0) in vec3 vertexCoord;
51 layout (location = 1) in vec2 inputTexCoord;
52 out vec2 texCoord;
53
54 void main()
55 {
56 gl_Position = vec4(vertexCoord, 1.0);
57 texCoord = inputTexCoord;
58 }
59 )SHADER";
60 }
61
GetFragmentShader()62 std::string ScaleFilter::GetFragmentShader()
63 {
64 return R"SHADER(#version 320 es
65 precision mediump float;
66 in vec2 texCoord;
67 out vec4 fragColor;
68 uniform sampler2D uTexture;
69 void main()
70 {
71 fragColor = texture(uTexture, texCoord);
72 }
73 )SHADER";
74 }
75 } // namespcae Rosen
76 } // namespace OHOS