GLCanvas.java 23 KB
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package com.projectseptember.RNGL;

import static android.opengl.GLES20.*;

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import android.graphics.Bitmap;
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import android.graphics.PixelFormat;
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import android.net.Uri;
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import android.opengl.GLSurfaceView;
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import android.support.annotation.Nullable;
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import android.util.DisplayMetrics;
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import android.util.Log;
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import android.view.MotionEvent;
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import android.view.ViewGroup;

import com.facebook.react.bridge.Arguments;
import com.facebook.react.bridge.ReactContext;
import com.facebook.react.bridge.ReadableArray;
import com.facebook.react.bridge.ReadableMap;
import com.facebook.react.bridge.ReadableMapKeySetIterator;
import com.facebook.react.bridge.WritableMap;
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import com.facebook.react.touch.CatalystInterceptingViewGroup;
import com.facebook.react.touch.OnInterceptTouchEventListener;
import com.facebook.react.uimanager.PointerEvents;
import com.facebook.react.uimanager.ReactPointerEventsView;
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import com.facebook.react.uimanager.ThemedReactContext;
import com.facebook.react.uimanager.events.RCTEventEmitter;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Queue;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

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public class GLCanvas
        extends GLSurfaceView
        implements GLSurfaceView.Renderer, RunInGLThread {
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    private ReactContext reactContext;
    private RNGLContext rnglContext;
    private boolean preloadingDone = false;
    private boolean deferredRendering = false;
    private GLRenderData renderData;
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    private int defaultFBO;
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    private int nbContentTextures;
    private boolean autoRedraw;
    private GLData data;
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    private List<Uri> imagesToPreload;
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    private List<Uri> preloaded = new ArrayList<>(); // FIXME double check that this works
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    private Map<Uri, GLImage> images = new HashMap<>();
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    private List<GLTexture> contentTextures = new ArrayList<>();
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    private List<Bitmap> contentBitmaps = new ArrayList<>();
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    private Map<Integer, GLShader> shaders;
    private Map<Integer, GLFBO> fbos;
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    public GLCanvas(ThemedReactContext context) {
        super(context);
        reactContext = context;
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        rnglContext = context.getNativeModule(RNGLContext.class);
        setEGLContextClientVersion(2);
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        setEGLConfigChooser(8, 8, 8, 8, 16, 0);
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        getHolder().setFormat(PixelFormat.RGB_888);
        setZOrderOnTop(true);

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        setRenderer(this);
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }
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    @Override
    protected void onAttachedToWindow() {
        super.onAttachedToWindow();
        syncContentBitmaps();
        requestRender();
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    }

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    public GLFBO getFBO (Integer id) {
        if (!fbos.containsKey(id)) {
            fbos.put(id, new GLFBO());
        }
        return fbos.get(id);
    }

    public GLShader getShader (Integer id) {
        if (!shaders.containsKey(id)) {
            GLShaderData shaderData = rnglContext.getShader(id);
            if (shaderData == null) return null;
            shaders.put(id, new GLShader(shaderData));
        }
        return shaders.get(id);
    }

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    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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        fbos = new HashMap<>();
        shaders = new HashMap<>();
        // TODO : need to reset GLImage and GLTexture. in a smart way (images if already loaded just need to re-set the bitmap)
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    }

    @Override
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    public void onSurfaceChanged(GL10 gl, int width, int height) {}
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    @Override
    public void onDrawFrame(GL10 gl) {
        runAll(mRunOnDraw);

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        if (contentTextures.size() != this.nbContentTextures)
            resizeUniformContentTextures(nbContentTextures);

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        syncEventsThrough(); // FIXME, really need to do this ?

        if (!preloadingDone) {
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            return;
        }

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        final boolean shouldRenderNow = deferredRendering || autoRedraw || nbContentTextures == 0;
        if (nbContentTextures > 0) {
            reactContext.runOnUiQueueThread(new Runnable() {
                public void run() {
                    syncContentBitmaps();
                    if (!deferredRendering) {
                        deferredRendering = true;
                        requestRender();
                    }
                }
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            });
        }
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        if (shouldRenderNow) {
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            this.render();
            deferredRendering = false;
        }
    }

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    public void setNbContentTextures(int n) {
        this.nbContentTextures = n;
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        requestRender();
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    }

    public void setRenderId(int renderId) {
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        if (nbContentTextures > 0) {
            if (preloadingDone) syncContentBitmaps();
            requestRender();
        }
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    }

    public void setOpaque(boolean opaque) {
        if (opaque) {
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            this.getHolder().setFormat(PixelFormat.RGB_888);
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        }
        else {
            this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
        }
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        this.requestRender();
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    }

    public void setAutoRedraw(boolean autoRedraw) {
        this.autoRedraw = autoRedraw;
        this.setRenderMode(autoRedraw ? GLSurfaceView.RENDERMODE_CONTINUOUSLY : GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }

    public void setEventsThrough(boolean eventsThrough) {
        syncEventsThrough();
    }

    public void setVisibleContent(boolean visibleContent) {
        syncEventsThrough();
    }

    public void setCaptureNextFrameId(int captureNextFrameId) {
        // FIXME move away from this pattern. just use a method, same to ObjC impl
        this.requestRender();
    }

    private boolean ensureCompiledShader (List<GLData> data) {
        for (GLData d: data) {
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            if (!ensureCompiledShader(d)) {
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                return false;
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            }
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        }
        return true;
    }

    private boolean ensureCompiledShader (GLData data) {
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        GLShader shader = getShader(data.shader);
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        return shader != null &&
                shader.ensureCompile() &&
                ensureCompiledShader(data.children) &&
                ensureCompiledShader(data.contextChildren);
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    }

    public void setData (GLData data) {
        this.data = data;
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        if (preloadingDone) syncContentBitmaps();
        requestSyncData();
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    }


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    public void setImagesToPreload (ReadableArray imagesToPreloadRA) {
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        if (preloadingDone) return;
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        List<Uri> imagesToPreload = new ArrayList<>();
        for (int i=0; i<imagesToPreloadRA.size(); i++) {
            imagesToPreload.add(resolveSrc(imagesToPreloadRA.getString(i)));
        }
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        if (imagesToPreload.size() == 0) {
            dispatchOnLoad();
            preloadingDone = true;
        }
        else {
            preloadingDone = false;
        }
        this.imagesToPreload = imagesToPreload;
    }

    // Sync methods

    private final Queue<Runnable> mRunOnDraw = new LinkedList<>();
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    public void runInGLThread (final Runnable runnable) {
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        synchronized (mRunOnDraw) {
            mRunOnDraw.add(runnable);
            requestRender();
        }
    }
    private void runAll(Queue<Runnable> queue) {
        synchronized (queue) {
            while (!queue.isEmpty()) {
                queue.poll().run();
            }
        }
    }

    public void requestSyncData () {
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        runInGLThread(new Runnable() {
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            public void run() {
                if (ensureCompiledShader(data))
                    syncData();
                else
                    requestSyncData();
            }
        });
    }

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    /**
     * Snapshot the content views and save to contentBitmaps (must run in UI Thread)
     */
    public int syncContentBitmaps() {
        List<Bitmap> bitmaps = new ArrayList<>();
        ViewGroup parent = (ViewGroup) this.getParent();
        int count = parent == null ? 0 : parent.getChildCount() - 1;
        for (int i = 0; i < count; i++) {
            bitmaps.add(GLTexture.captureView(parent.getChildAt(i)));
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        }
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        contentBitmaps = bitmaps;

        //Log.i("GLCanvas", "syncContentBitmaps "+count+" "+parent);
        return count;
    }

    /**
     * Draw contentBitmaps to contentTextures (must run in GL Thread)
     */
    public int syncContentTextures() {
        int size = Math.min(contentTextures.size(), contentBitmaps.size());
        for (int i=0; i<size; i++)
            contentTextures.get(i).setPixels(contentBitmaps.get(i));
        //Log.i("GLCanvas", "syncContentTextures "+size);
        return size;
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    }

    public void resizeUniformContentTextures (int n) {
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        //Log.i("GLCanvas", "reiszeUniformContentTextures "+n);
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        int length = contentTextures.size();
        if (length == n) return;
        if (n < length) {
            contentTextures = contentTextures.subList(0, n);
        }
        else {
            for (int i = contentTextures.size(); i < n; i++) {
                contentTextures.add(new GLTexture());
            }
        }
    }


    private int countPreloaded () {
        int nb = 0;
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        for (Uri toload: imagesToPreload) {
            if (preloaded.contains(toload)) {
                nb++;
            }
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        }
        return nb;
    }

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    private void onImageLoad (Uri loaded) {
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        if (!preloadingDone) {
            preloaded.add(loaded);
            int count = countPreloaded();
            int total = imagesToPreload.size();
            double progress = ((double) count) / ((double) total);
            dispatchOnProgress(progress, count, total);
            if (count == total) {
                dispatchOnLoad();
                preloadingDone = true;
                requestSyncData();
            }
        }
        else {
            // Any texture image load will trigger a future re-sync of data (if no preloaded)
            requestSyncData();
        }
    }

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    public Uri resolveSrc (String src) {
        Uri uri = null;
        if (src != null) {
            try {
                uri = Uri.parse(src);
                // Verify scheme is set, so that relative uri (used by static resources) are not handled.
                if (uri.getScheme() == null) {
                    uri = null;
                }
            } catch (Exception e) {
                // ignore malformed uri, then attempt to extract resource ID.
            }
            if (uri == null) {
                uri = GLImage.getResourceDrawableUri(reactContext, src);
            }
        }
        return uri;
    }
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    public Uri srcResource (ReadableMap res) {
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        String src = null;
        boolean isStatic = res.hasKey("isStatic") && res.getBoolean("isStatic");
        if (res.hasKey("path")) src = res.getString("path");
        if (src==null || isStatic) src = res.getString("uri");
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        return resolveSrc(src);
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    }

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    public GLRenderData recSyncData (GLData data, HashMap<Uri, GLImage> images) {
        Map<Uri, GLImage> prevImages = this.images;
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        GLShader shader = getShader(data.shader);
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        Map<String, Integer> uniformsInteger = new HashMap<>();
        Map<String, Float> uniformsFloat = new HashMap<>();
        Map<String, IntBuffer> uniformsIntBuffer = new HashMap<>();
        Map<String, FloatBuffer> uniformsFloatBuffer = new HashMap<>();
        Map<String,GLTexture> textures = new HashMap<>();
        List<GLRenderData> contextChildren = new ArrayList<>();
        List<GLRenderData> children = new ArrayList<>();

        for (GLData child: data.contextChildren) {
            contextChildren.add(recSyncData(child, images));
        }

        for (GLData child: data.children) {
            children.add(recSyncData(child, images));
        }

        Map<String, Integer> uniformTypes = shader.getUniformTypes();

        int units = 0;
        ReadableMapKeySetIterator iterator = data.uniforms.keySetIterator();
        while (iterator.hasNextKey()) {
            String uniformName = iterator.nextKey();
            int type = uniformTypes.get(uniformName);

            ReadableMap dataUniforms = data.uniforms;

            if (type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE) {
                uniformsInteger.put(uniformName, units++);

                if (dataUniforms.isNull(uniformName)) {
                    GLTexture emptyTexture = new GLTexture();
                    emptyTexture.setPixelsEmpty();
                    textures.put(uniformName, emptyTexture);
                }
                else {
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                    // FIXME: in case of require() it's now a number...
                    // TODO: need to support this. as well as on iOS side
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                    ReadableMap value = dataUniforms.getMap(uniformName);
                    String t = value.getString("type");
                    if (t.equals("content")) {
                        int id = value.getInt("id");
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                        if (id >= contentTextures.size()) {
                            resizeUniformContentTextures(id+1);
                        }
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                        textures.put(uniformName, contentTextures.get(id));
                    }
                    else if (t.equals("fbo")) {
                        int id = value.getInt("id");
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                        GLFBO fbo = getFBO(id);
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                        textures.put(uniformName, fbo.color.get(0));
                    }
                    else if (t.equals("uri")) {
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                        final Uri src = srcResource(value);
                        if (src == null) {
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                            shader.runtimeException("texture uniform '"+uniformName+"': Invalid uri format '"+value+"'");
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                        }

                        GLImage image = images.get(src);
                        if (image == null) {
                            image = prevImages.get(src);
                            if (image != null)
                                images.put(src, image);
                        }
                        if (image == null) {
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                            image = new GLImage(reactContext.getApplicationContext(), this, new Runnable() {
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                                public void run() {
                                    onImageLoad(src);
                                }
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                            });
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                            image.setSrc(src);
                            images.put(src, image);
                        }
                        textures.put(uniformName, image.getTexture());
                    }
                    else {
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                        shader.runtimeException("texture uniform '" + uniformName + "': Unexpected type '" + type + "'");
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                    }
                }
            }
            else {
                switch (type) {
                    case GL_INT:
                        uniformsInteger.put(uniformName, dataUniforms.getInt(uniformName));
                        break;

                    case GL_BOOL:
                        uniformsInteger.put(uniformName, dataUniforms.getBoolean(uniformName) ? 1 : 0);
                        break;

                    case GL_FLOAT:
                        uniformsFloat.put(uniformName, (float) dataUniforms.getDouble(uniformName));
                        break;

                    case GL_FLOAT_VEC2:
                    case GL_FLOAT_VEC3:
                    case GL_FLOAT_VEC4:
                    case GL_FLOAT_MAT2:
                    case GL_FLOAT_MAT3:
                    case GL_FLOAT_MAT4:
                        ReadableArray arr = dataUniforms.getArray(uniformName);
                        if (arraySizeForType(type) != arr.size()) {
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                            shader.runtimeException(
                                    "uniform '"+uniformName+
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                                    "': Invalid array size: "+arr.size()+
                                    ". Expected: "+arraySizeForType(type));
                        }
                        uniformsFloatBuffer.put(uniformName, parseAsFloatArray(arr));
                        break;

                    case GL_INT_VEC2:
                    case GL_INT_VEC3:
                    case GL_INT_VEC4:
                    case GL_BOOL_VEC2:
                    case GL_BOOL_VEC3:
                    case GL_BOOL_VEC4:
                        ReadableArray arr2 = dataUniforms.getArray(uniformName);
                        if (arraySizeForType(type) != arr2.size()) {
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                            shader.runtimeException(
                                    "uniform '"+uniformName+
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                                    "': Invalid array size: "+arr2.size()+
                                    ". Expected: "+arraySizeForType(type));
                        }
                        uniformsIntBuffer.put(uniformName, parseAsIntArray(arr2));
                        break;

                    default:
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                        shader.runtimeException(
                                "uniform '"+uniformName+
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                                "': type not supported: "+type);
                }

            }
        }

        int[] maxTextureUnits = new int[1];
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, maxTextureUnits, 0);
        if (units > maxTextureUnits[0]) {
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            shader.runtimeException("Maximum number of texture reach. got " + units + " >= max " + maxTextureUnits);
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        }

        for (String uniformName: uniformTypes.keySet()) {
            if (!uniformsFloat.containsKey(uniformName) &&
                !uniformsInteger.containsKey(uniformName) &&
                !uniformsFloatBuffer.containsKey(uniformName) &&
                !uniformsIntBuffer.containsKey(uniformName)) {
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                shader.runtimeException("All defined uniforms must be provided. Missing '"+uniformName+"'");
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            }
        }

        return new GLRenderData(
                shader,
                uniformsInteger,
                uniformsFloat,
                uniformsIntBuffer,
                uniformsFloatBuffer,
                textures,
                data.width,
                data.height,
                data.fboId,
                contextChildren,
                children);
    }

    private FloatBuffer parseAsFloatArray(ReadableArray array) {
        int size = array.size();
        FloatBuffer buf = ByteBuffer.allocateDirect(size * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
        for (int i=0; i<size; i++)
          buf.put((float) array.getDouble(i));
        buf.position(0);
        return buf;
    }

    private IntBuffer parseAsIntArray(ReadableArray array) {
        int size = array.size();
        IntBuffer buf = ByteBuffer.allocateDirect(size * 4)
                .order(ByteOrder.nativeOrder())
                .asIntBuffer();
        for (int i=0; i<size; i++)
            buf.put(array.getInt(i));
        buf.position(0);
        return buf;
    }

    private int arraySizeForType(int type) {
        switch (type) {
            case GL_FLOAT_VEC2:
            case GL_INT_VEC2:
            case GL_BOOL_VEC2:
                return 2;

            case GL_FLOAT_VEC3:
            case GL_INT_VEC3:
            case GL_BOOL_VEC3:
                return 3;

            case GL_FLOAT_VEC4:
            case GL_INT_VEC4:
            case GL_BOOL_VEC4:
            case GL_FLOAT_MAT2:
                return 4;

            case GL_FLOAT_MAT3:
                return 9;

            case GL_FLOAT_MAT4:
                return 16;

            default:
                throw new Error("Invalid array type: "+type);
        }
    }

    public void syncData () {
        if (data == null) return;
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        HashMap<Uri, GLImage> images = new HashMap<>();
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        renderData = recSyncData(data, images);
        this.images = images;
    }

    public void recRender (GLRenderData renderData) {
        DisplayMetrics dm = reactContext.getResources().getDisplayMetrics();

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        int w = Float.valueOf(renderData.width.floatValue() * dm.density).intValue();
        int h = Float.valueOf(renderData.height.floatValue() * dm.density).intValue();
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        for (GLRenderData child: renderData.contextChildren)
            recRender(child);

        for (GLRenderData child: renderData.children)
            recRender(child);

        if (renderData.fboId == -1) {
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            glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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            glViewport(0, 0, w, h);
        }
        else {
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            GLFBO fbo = getFBO(renderData.fboId);
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            fbo.setShape(w, h);
            fbo.bind();
        }

        renderData.shader.bind();

        for (String uniformName: renderData.textures.keySet()) {
            GLTexture texture = renderData.textures.get(uniformName);
            int unit = renderData.uniformsInteger.get(uniformName);
            texture.bind(unit);
        }

        Map<String, Integer> uniformTypes = renderData.shader.getUniformTypes();
        for (String uniformName: renderData.uniformsInteger.keySet()) {
            renderData.shader.setUniform(uniformName, renderData.uniformsInteger.get(uniformName));
        }
        for (String uniformName: renderData.uniformsFloat.keySet()) {
            renderData.shader.setUniform(uniformName, renderData.uniformsFloat.get(uniformName));
        }
        for (String uniformName: renderData.uniformsFloatBuffer.keySet()) {
            renderData.shader.setUniform(uniformName, renderData.uniformsFloatBuffer.get(uniformName), uniformTypes.get(uniformName));
        }
        for (String uniformName: renderData.uniformsIntBuffer.keySet()) {
            renderData.shader.setUniform(uniformName, renderData.uniformsIntBuffer.get(uniformName), uniformTypes.get(uniformName));
        }

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLES, 0, 6);
    }

    public void render () {
        if (renderData == null) return;
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        syncContentTextures();
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        int[] defaultFBOArr = new int[1];
        glGetIntegerv(GL_FRAMEBUFFER_BINDING, defaultFBOArr, 0);
        defaultFBO = defaultFBOArr[0];
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        glEnable(GL_BLEND);
        recRender(renderData);
        glDisable(GL_BLEND);
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        glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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    }

    public void syncEventsThrough () {
        // TODO: figure out how to do this (Obj C code below)
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        // FIXME: probably we should just define {style} on JS side. check if there is support for touchEvents:"none"
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        //self.userInteractionEnabled = !(_eventsThrough);
        //self.superview.userInteractionEnabled = !(_eventsThrough && !_visibleContent);
    }


    private void dispatchOnProgress(double progress, int count, int total) {
        WritableMap event = Arguments.createMap();
        event.putDouble("progress", progress);
        event.putInt("count", count);
        event.putInt("total", total);
        ReactContext reactContext = (ReactContext)getContext();
        reactContext.getJSModule(RCTEventEmitter.class).receiveEvent(
                getId(),
                "progress",
                event);
    }

    public void dispatchOnLoad () {
        WritableMap event = Arguments.createMap();
        ReactContext reactContext = (ReactContext)getContext();
        reactContext.getJSModule(RCTEventEmitter.class).receiveEvent(
                getId(),
                "load",
                event);
    }
}