From a338cd531c460c0b3e829217f1f91f0156bcc6a7 Mon Sep 17 00:00:00 2001
From: houxiao <houxiao@454eff88-639b-444f-9e54-f578c98de674>
Date: 星期三, 12 四月 2017 13:20:30 +0800
Subject: [PATCH] new getFaceImages api

---
 VisitFace/RtspNativeCodec/app/src/main/java/com/example/nativecodec/MyGLSurfaceView.java |  350 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 350 insertions(+), 0 deletions(-)

diff --git a/VisitFace/RtspNativeCodec/app/src/main/java/com/example/nativecodec/MyGLSurfaceView.java b/VisitFace/RtspNativeCodec/app/src/main/java/com/example/nativecodec/MyGLSurfaceView.java
new file mode 100644
index 0000000..60ac5e3
--- /dev/null
+++ b/VisitFace/RtspNativeCodec/app/src/main/java/com/example/nativecodec/MyGLSurfaceView.java
@@ -0,0 +1,350 @@
+/*
+ * Copyright (C) 2014 The Android Open Source Project
+ *
+ * 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.
+ */
+
+package com.example.nativecodec;
+
+import android.graphics.SurfaceTexture;
+import android.util.Log;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.content.Context;
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+import android.opengl.Matrix;
+import android.os.SystemClock;
+import android.util.AttributeSet;
+
+public class MyGLSurfaceView extends GLSurfaceView {
+
+    MyRenderer mRenderer;
+
+    public MyGLSurfaceView(Context context) {
+        this(context, null);
+    }
+
+    public MyGLSurfaceView(Context context, AttributeSet attributeSet) {
+        super(context, attributeSet);
+        init();
+    }
+
+    private void init() {
+        setEGLContextClientVersion(2);
+        super.setEGLConfigChooser(8 , 8, 8, 8, 16, 0);
+        mRenderer = new MyRenderer();
+        setRenderer(mRenderer);
+        Log.i("@@@", "setrenderer");
+    }
+
+    @Override
+    public void onPause() {
+        mRenderer.onPause();
+        super.onPause();
+    }
+
+    @Override
+    public void onResume() {
+        super.onResume();
+        mRenderer.onResume();
+    }
+
+    public SurfaceTexture getSurfaceTexture() {
+        return mRenderer.getSurfaceTexture();
+    }
+}
+
+class MyRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
+
+    public MyRenderer() {
+        mVertices = ByteBuffer.allocateDirect(mVerticesData.length
+                * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
+        mVertices.put(mVerticesData).position(0);
+
+        Matrix.setIdentityM(mSTMatrix, 0);
+    }
+    public void onPause() {
+    }
+
+    public void onResume() {
+        mLastTime = SystemClock.elapsedRealtimeNanos();
+    }
+
+    @Override
+    public void onDrawFrame(GL10 glUnused) {
+        synchronized(this) {
+            if (updateSurface) {
+                mSurface.updateTexImage();
+
+                mSurface.getTransformMatrix(mSTMatrix);
+                updateSurface = false;
+            }
+        }
+
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+        GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
+        GLES20.glUseProgram(mProgram);
+        checkGlError("glUseProgram");
+
+        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+        GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
+
+        mVertices.position(VERTICES_DATA_POS_OFFSET);
+        GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
+                VERTICES_DATA_STRIDE_BYTES, mVertices);
+        checkGlError("glVertexAttribPointer maPosition");
+        GLES20.glEnableVertexAttribArray(maPositionHandle);
+        checkGlError("glEnableVertexAttribArray maPositionHandle");
+
+        mVertices.position(VERTICES_DATA_UV_OFFSET);
+        GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
+                VERTICES_DATA_STRIDE_BYTES, mVertices);
+        checkGlError("glVertexAttribPointer maTextureHandle");
+        GLES20.glEnableVertexAttribArray(maTextureHandle);
+        checkGlError("glEnableVertexAttribArray maTextureHandle");
+
+        long now = SystemClock.elapsedRealtimeNanos();
+        mRunTime += (now - mLastTime);
+        mLastTime = now;
+        double d = ((double)mRunTime) / 1000000000;
+        Matrix.setIdentityM(mMMatrix, 0);
+        Matrix.rotateM(mMMatrix, 0, 30, (float)Math.sin(d), (float)Math.cos(d), 0);
+        Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
+        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
+
+        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+        GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
+
+        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+        checkGlError("glDrawArrays");
+    }
+
+    @Override
+    public void onSurfaceChanged(GL10 glUnused, int width, int height) {
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+        GLES20.glViewport(0, 0, width, height);
+        mRatio = (float) width / height;
+        Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
+    }
+
+    @Override
+    public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+
+        /* Set up alpha blending and an Android background color */
+        GLES20.glEnable(GLES20.GL_BLEND);
+        GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
+        GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
+
+        /* Set up shaders and handles to their variables */
+        mProgram = createProgram(mVertexShader, mFragmentShader);
+        if (mProgram == 0) {
+            return;
+        }
+        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
+        checkGlError("glGetAttribLocation aPosition");
+        if (maPositionHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for aPosition");
+        }
+        maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
+        checkGlError("glGetAttribLocation aTextureCoord");
+        if (maTextureHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for aTextureCoord");
+        }
+
+        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
+        checkGlError("glGetUniformLocation uMVPMatrix");
+        if (muMVPMatrixHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for uMVPMatrix");
+        }
+
+        muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
+        checkGlError("glGetUniformLocation uSTMatrix");
+        if (muSTMatrixHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for uSTMatrix");
+        }
+
+        /*
+         * Create our texture. This has to be done each time the
+         * surface is created.
+         */
+
+        int[] textures = new int[1];
+        GLES20.glGenTextures(1, textures, 0);
+
+        mTextureID = textures[0];
+        GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
+        checkGlError("glBindTexture mTextureID");
+
+        // Can't do mipmapping with camera source
+        GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
+                GLES20.GL_NEAREST);
+        GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
+                GLES20.GL_LINEAR);
+        // Clamp to edge is the only option
+        GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
+                GLES20.GL_CLAMP_TO_EDGE);
+        GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
+                GLES20.GL_CLAMP_TO_EDGE);
+        checkGlError("glTexParameteri mTextureID");
+
+        /*
+         * Create the SurfaceTexture that will feed this textureID, and pass it to the camera
+         */
+
+        mSurface = new SurfaceTexture(mTextureID);
+        mSurface.setOnFrameAvailableListener(this);
+
+        Matrix.setLookAtM(mVMatrix, 0, 0, 0, 4f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+        synchronized(this) {
+            updateSurface = false;
+        }
+    }
+
+    @Override
+    synchronized public void onFrameAvailable(SurfaceTexture surface) {
+        /* For simplicity, SurfaceTexture calls here when it has new
+         * data available.  Call may come in from some random thread,
+         * so let's be safe and use synchronize. No OpenGL calls can be done here.
+         */
+        updateSurface = true;
+        //Log.v(TAG, "onFrameAvailable " + surface.getTimestamp());
+    }
+
+    private int loadShader(int shaderType, String source) {
+        int shader = GLES20.glCreateShader(shaderType);
+        if (shader != 0) {
+            GLES20.glShaderSource(shader, source);
+            GLES20.glCompileShader(shader);
+            int[] compiled = new int[1];
+            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
+            if (compiled[0] == 0) {
+                Log.e(TAG, "Could not compile shader " + shaderType + ":");
+                Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
+                GLES20.glDeleteShader(shader);
+                shader = 0;
+            }
+        }
+        return shader;
+    }
+
+    private int createProgram(String vertexSource, String fragmentSource) {
+        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
+        if (vertexShader == 0) {
+            return 0;
+        }
+        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
+        if (pixelShader == 0) {
+            return 0;
+        }
+
+        int program = GLES20.glCreateProgram();
+        if (program != 0) {
+            GLES20.glAttachShader(program, vertexShader);
+            checkGlError("glAttachShader");
+            GLES20.glAttachShader(program, pixelShader);
+            checkGlError("glAttachShader");
+            GLES20.glLinkProgram(program);
+            int[] linkStatus = new int[1];
+            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
+            if (linkStatus[0] != GLES20.GL_TRUE) {
+                Log.e(TAG, "Could not link program: ");
+                Log.e(TAG, GLES20.glGetProgramInfoLog(program));
+                GLES20.glDeleteProgram(program);
+                program = 0;
+            }
+        }
+        return program;
+    }
+
+    private void checkGlError(String op) {
+        int error;
+        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
+            Log.e(TAG, op + ": glError " + error);
+            throw new RuntimeException(op + ": glError " + error);
+        }
+    }
+
+    private static final int FLOAT_SIZE_BYTES = 4;
+    private static final int VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+    private static final int VERTICES_DATA_POS_OFFSET = 0;
+    private static final int VERTICES_DATA_UV_OFFSET = 3;
+    private final float[] mVerticesData = {
+        // X, Y, Z, U, V
+        -1.25f, -1.0f, 0, 0.f, 0.f,
+         1.25f, -1.0f, 0, 1.f, 0.f,
+        -1.25f,  1.0f, 0, 0.f, 1.f,
+         1.25f,  1.0f, 0, 1.f, 1.f,
+    };
+
+    private FloatBuffer mVertices;
+
+    private final String mVertexShader =
+        "uniform mat4 uMVPMatrix;\n" +
+        "uniform mat4 uSTMatrix;\n" +
+        "attribute vec4 aPosition;\n" +
+        "attribute vec4 aTextureCoord;\n" +
+        "varying vec2 vTextureCoord;\n" +
+        "void main() {\n" +
+        "  gl_Position = uMVPMatrix * aPosition;\n" +
+        "  vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
+        "}\n";
+
+    private final String mFragmentShader =
+        "#extension GL_OES_EGL_image_external : require\n" +
+        "precision mediump float;\n" +
+        "varying vec2 vTextureCoord;\n" +
+        "uniform samplerExternalOES sTexture;\n" +
+        "void main() {\n" +
+        "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
+        "}\n";
+
+    private float[] mMVPMatrix = new float[16];
+    private float[] mProjMatrix = new float[16];
+    private float[] mMMatrix = new float[16];
+    private float[] mVMatrix = new float[16];
+    private float[] mSTMatrix = new float[16];
+
+    private int mProgram;
+    private int mTextureID;
+    private int muMVPMatrixHandle;
+    private int muSTMatrixHandle;
+    private int maPositionHandle;
+    private int maTextureHandle;
+
+    private float mRatio = 1.0f;
+    private SurfaceTexture mSurface;
+    private boolean updateSurface = false;
+    private long mLastTime = -1;
+    private long mRunTime = 0;
+
+    private static final String TAG = "MyRenderer";
+
+    // Magic key
+    private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
+
+    public SurfaceTexture getSurfaceTexture() {
+        return mSurface;
+    }
+}

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