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; + } +} -- Gitblit v1.8.0