/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.nativecodec;
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import android.graphics.SurfaceTexture;
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import android.opengl.GLES10;
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import android.opengl.GLES10Ext;
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import android.opengl.GLES11Ext;
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import android.opengl.GLES30;
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import android.opengl.GLES31Ext;
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import android.util.Log;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.content.Context;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.opengl.Matrix;
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import android.os.SystemClock;
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import android.util.AttributeSet;
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import static android.opengl.GLES20.glGetError;
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//import static cn.com.basic.face.util.RtspFaceNative.dbgReadTexture;
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public class MyGLSurfaceView extends GLSurfaceView {
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MyRenderer mRenderer;
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public MyGLSurfaceView(Context context) {
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this(context, null);
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}
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public MyGLSurfaceView(Context context, AttributeSet attributeSet) {
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super(context, attributeSet);
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init();
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}
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private void init() {
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setEGLContextClientVersion(2);
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super.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
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mRenderer = new MyRenderer();
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setRenderer(mRenderer);
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Log.i("@@@", "setrenderer");
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}
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@Override
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public void onPause() {
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mRenderer.onPause();
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super.onPause();
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}
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@Override
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public void onResume() {
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super.onResume();
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mRenderer.onResume();
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}
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public SurfaceTexture getSurfaceTexture() {
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return mRenderer.getSurfaceTexture();
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}
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}
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class MyRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
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public MyRenderer() {
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mVertices = ByteBuffer.allocateDirect(mVerticesData.length
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* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mVertices.put(mVerticesData).position(0);
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Matrix.setIdentityM(mSTMatrix, 0);
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}
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public void onPause() {
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}
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public void onResume() {
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mLastTime = SystemClock.elapsedRealtimeNanos();
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}
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ByteBuffer buf = ByteBuffer.allocateDirect( 1920 * 1088 * 4);
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@Override
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public void onDrawFrame(GL10 glUnused) {
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synchronized(this) {
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if (updateSurface) {
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mSurface.updateTexImage();
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mSurface.getTransformMatrix(mSTMatrix);
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updateSurface = false;
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}
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}
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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GLES20.glUseProgram(mProgram);
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checkGlError("glUseProgram");
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
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checkGlError("glBindTexture");
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//ByteBuffer buf = ByteBuffer.allocateDirect( 1920 * 1088 * 4);
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//GLES11Ext.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, buf);
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//checkGlError("glEGLImageTargetTexture2DOES");
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mVertices.position(VERTICES_DATA_POS_OFFSET);
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GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
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VERTICES_DATA_STRIDE_BYTES, mVertices);
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checkGlError("glVertexAttribPointer maPosition");
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GLES20.glEnableVertexAttribArray(maPositionHandle);
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checkGlError("glEnableVertexAttribArray maPositionHandle");
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mVertices.position(VERTICES_DATA_UV_OFFSET);
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GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
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VERTICES_DATA_STRIDE_BYTES, mVertices);
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checkGlError("glVertexAttribPointer maTextureHandle");
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GLES20.glEnableVertexAttribArray(maTextureHandle);
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checkGlError("glEnableVertexAttribArray maTextureHandle");
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long now = SystemClock.elapsedRealtimeNanos();
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mRunTime += (now - mLastTime);
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mLastTime = now;
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double d = ((double)mRunTime) / 1000000000;
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Matrix.setIdentityM(mMMatrix, 0);
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Matrix.rotateM(mMMatrix, 0, 30, (float)Math.sin(d), (float)Math.cos(d), 0);
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Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
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GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
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GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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checkGlError("glDrawArrays");
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//GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
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//checkGlError("glBindTexture");
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//buf.rewind();
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//GLES11Ext.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, buf);
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//if (glGetError() == 0)
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//{
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// byte[] newbuf = new byte[1920 * 1088 * 4];
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// buf.get(newbuf);
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// int aa=123;
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//}
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//
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//GLES20.glFinish();
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//dbgReadTexture();
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}
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@Override
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public void onSurfaceChanged(GL10 glUnused, int width, int height) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glViewport(0, 0, width, height);
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mRatio = (float) width / height;
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Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
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}
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@Override
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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/* Set up alpha blending and an Android background color */
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
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/* Set up shaders and handles to their variables */
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mProgram = createProgram(mVertexShader, mFragmentShader);
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if (mProgram == 0) {
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return;
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}
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maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
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checkGlError("glGetAttribLocation aPosition");
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if (maPositionHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aPosition");
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}
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maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
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checkGlError("glGetAttribLocation aTextureCoord");
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if (maTextureHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aTextureCoord");
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}
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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checkGlError("glGetUniformLocation uMVPMatrix");
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if (muMVPMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uMVPMatrix");
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}
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muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
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checkGlError("glGetUniformLocation uSTMatrix");
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if (muSTMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uSTMatrix");
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}
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/*
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* Create our texture. This has to be done each time the
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* surface is created.
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*/
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int[] textures = new int[1];
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GLES20.glGenTextures(1, textures, 0);
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mTextureID = textures[0];
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GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
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checkGlError("glBindTexture mTextureID");
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// Can't do mipmapping with camera source
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GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
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// Clamp to edge is the only option
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GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_CLAMP_TO_EDGE);
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GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_CLAMP_TO_EDGE);
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checkGlError("glTexParameteri mTextureID");
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/*
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* Create the SurfaceTexture that will feed this textureID, and pass it to the camera
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*/
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mSurface = new SurfaceTexture(mTextureID);
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mSurface.setOnFrameAvailableListener(this);
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Matrix.setLookAtM(mVMatrix, 0, 0, 0, 4f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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synchronized(this) {
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updateSurface = false;
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}
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}
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@Override
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synchronized public void onFrameAvailable(SurfaceTexture surface) {
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/* For simplicity, SurfaceTexture calls here when it has new
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* data available. Call may come in from some random thread,
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* so let's be safe and use synchronize. No OpenGL calls can be done here.
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*/
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updateSurface = true;
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//Log.v(TAG, "onFrameAvailable " + surface.getTimestamp());
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}
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private int loadShader(int shaderType, String source) {
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int shader = GLES20.glCreateShader(shaderType);
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if (shader != 0) {
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GLES20.glShaderSource(shader, source);
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GLES20.glCompileShader(shader);
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int[] compiled = new int[1];
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GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
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if (compiled[0] == 0) {
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Log.e(TAG, "Could not compile shader " + shaderType + ":");
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Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
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GLES20.glDeleteShader(shader);
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shader = 0;
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}
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}
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return shader;
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}
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private int createProgram(String vertexSource, String fragmentSource) {
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int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
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if (vertexShader == 0) {
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return 0;
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}
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int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
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if (pixelShader == 0) {
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return 0;
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}
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int program = GLES20.glCreateProgram();
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if (program != 0) {
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GLES20.glAttachShader(program, vertexShader);
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checkGlError("glAttachShader");
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GLES20.glAttachShader(program, pixelShader);
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checkGlError("glAttachShader");
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GLES20.glLinkProgram(program);
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int[] linkStatus = new int[1];
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GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
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if (linkStatus[0] != GLES20.GL_TRUE) {
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Log.e(TAG, "Could not link program: ");
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Log.e(TAG, GLES20.glGetProgramInfoLog(program));
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GLES20.glDeleteProgram(program);
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program = 0;
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}
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}
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return program;
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}
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private void checkGlError(String op) {
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int error;
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while ((error = glGetError()) != GLES20.GL_NO_ERROR) {
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Log.e(TAG, op + ": glError " + error);
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//throw new RuntimeException(op + ": glError " + error);
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}
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}
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private static final int FLOAT_SIZE_BYTES = 4;
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private static final int VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
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private static final int VERTICES_DATA_POS_OFFSET = 0;
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private static final int VERTICES_DATA_UV_OFFSET = 3;
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private final float[] mVerticesData = {
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// X, Y, Z, U, V
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-1.25f, -1.0f, 0, 0.f, 0.f,
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1.25f, -1.0f, 0, 1.f, 0.f,
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-1.25f, 1.0f, 0, 0.f, 1.f,
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1.25f, 1.0f, 0, 1.f, 1.f,
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};
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private FloatBuffer mVertices;
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private final String mVertexShader =
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"uniform mat4 uMVPMatrix;\n" +
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"uniform mat4 uSTMatrix;\n" +
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"attribute vec4 aPosition;\n" +
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"attribute vec4 aTextureCoord;\n" +
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"varying vec2 vTextureCoord;\n" +
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"void main() {\n" +
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" gl_Position = uMVPMatrix * aPosition;\n" +
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" vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
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"}\n";
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private final String mFragmentShader =
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"#extension GL_OES_EGL_image_external : require\n" +
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"precision mediump float;\n" +
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"varying vec2 vTextureCoord;\n" +
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"uniform samplerExternalOES sTexture;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
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"}\n";
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private float[] mMVPMatrix = new float[16];
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private float[] mProjMatrix = new float[16];
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private float[] mMMatrix = new float[16];
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private float[] mVMatrix = new float[16];
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private float[] mSTMatrix = new float[16];
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private int mProgram;
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private int mTextureID;
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private int muMVPMatrixHandle;
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private int muSTMatrixHandle;
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private int maPositionHandle;
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private int maTextureHandle;
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private float mRatio = 1.0f;
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private SurfaceTexture mSurface;
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private boolean updateSurface = false;
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private long mLastTime = -1;
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private long mRunTime = 0;
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private int mPBOID;
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private static final String TAG = "MyRenderer";
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// Magic key
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private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
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public SurfaceTexture getSurfaceTexture() {
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return mSurface;
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}
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}
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