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1 /*
2  * Copyright (C) 2011 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.example.nativemedia;
18 
19 import android.graphics.SurfaceTexture;
20 import android.util.Log;
21 
22 import java.nio.ByteBuffer;
23 import java.nio.ByteOrder;
24 import java.nio.FloatBuffer;
25 
26 import javax.microedition.khronos.egl.EGLConfig;
27 import javax.microedition.khronos.opengles.GL10;
28 
29 import android.content.Context;
30 
31 import android.opengl.GLES20;
32 import android.opengl.GLSurfaceView;
33 import android.opengl.Matrix;
34 
35 import android.util.AttributeSet;
36 
37 public class MyGLSurfaceView extends GLSurfaceView {
38 
39     MyRenderer mRenderer;
40 
MyGLSurfaceView(Context context)41     public MyGLSurfaceView(Context context) {
42         this(context, null);
43     }
44 
MyGLSurfaceView(Context context, AttributeSet attributeSet)45     public MyGLSurfaceView(Context context, AttributeSet attributeSet) {
46         super(context, attributeSet);
47         init();
48     }
49 
init()50     private void init() {
51         setEGLContextClientVersion(2);
52         mRenderer = new MyRenderer();
53         setRenderer(mRenderer);
54     }
55 
56     @Override
onPause()57     public void onPause() {
58         super.onPause();
59     }
60 
61     @Override
onResume()62     public void onResume() {
63         super.onResume();
64     }
65 
getSurfaceTexture()66     public SurfaceTexture getSurfaceTexture() {
67         return mRenderer.getSurfaceTexture();
68     }
69 }
70 
71 class MyRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
72 
MyRenderer()73     public MyRenderer() {
74         mVertices = ByteBuffer.allocateDirect(mVerticesData.length
75                 * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
76         mVertices.put(mVerticesData).position(0);
77 
78         Matrix.setIdentityM(mSTMatrix, 0);
79         Matrix.setIdentityM(mMMatrix, 0);
80         Matrix.rotateM(mMMatrix, 0, 20, 0, 1, 0);
81     }
82 
onDrawFrame(GL10 glUnused)83     public void onDrawFrame(GL10 glUnused) {
84         synchronized(this) {
85             if (updateSurface) {
86                 mSurface.updateTexImage();
87 
88                 mSurface.getTransformMatrix(mSTMatrix);
89                 updateSurface = false;
90             }
91         }
92 
93         // Ignore the passed-in GL10 interface, and use the GLES20
94         // class's static methods instead.
95         GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
96         GLES20.glUseProgram(mProgram);
97         checkGlError("glUseProgram");
98 
99         GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
100         GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
101 
102         mVertices.position(VERTICES_DATA_POS_OFFSET);
103         GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
104                 VERTICES_DATA_STRIDE_BYTES, mVertices);
105         checkGlError("glVertexAttribPointer maPosition");
106         GLES20.glEnableVertexAttribArray(maPositionHandle);
107         checkGlError("glEnableVertexAttribArray maPositionHandle");
108 
109         mVertices.position(VERTICES_DATA_UV_OFFSET);
110         GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
111                 VERTICES_DATA_STRIDE_BYTES, mVertices);
112         checkGlError("glVertexAttribPointer maTextureHandle");
113         GLES20.glEnableVertexAttribArray(maTextureHandle);
114         checkGlError("glEnableVertexAttribArray maTextureHandle");
115 
116         Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
117         Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
118 
119         GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
120         GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
121 
122         GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
123         checkGlError("glDrawArrays");
124     }
125 
onSurfaceChanged(GL10 glUnused, int width, int height)126     public void onSurfaceChanged(GL10 glUnused, int width, int height) {
127         // Ignore the passed-in GL10 interface, and use the GLES20
128         // class's static methods instead.
129         GLES20.glViewport(0, 0, width, height);
130         mRatio = (float) width / height;
131         Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
132     }
133 
onSurfaceCreated(GL10 glUnused, EGLConfig config)134     public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
135         // Ignore the passed-in GL10 interface, and use the GLES20
136         // class's static methods instead.
137 
138         /* Set up alpha blending and an Android background color */
139         GLES20.glEnable(GLES20.GL_BLEND);
140         GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
141         GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
142 
143         /* Set up shaders and handles to their variables */
144         mProgram = createProgram(mVertexShader, mFragmentShader);
145         if (mProgram == 0) {
146             return;
147         }
148         maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
149         checkGlError("glGetAttribLocation aPosition");
150         if (maPositionHandle == -1) {
151             throw new RuntimeException("Could not get attrib location for aPosition");
152         }
153         maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
154         checkGlError("glGetAttribLocation aTextureCoord");
155         if (maTextureHandle == -1) {
156             throw new RuntimeException("Could not get attrib location for aTextureCoord");
157         }
158 
159         muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
160         checkGlError("glGetUniformLocation uMVPMatrix");
161         if (muMVPMatrixHandle == -1) {
162             throw new RuntimeException("Could not get attrib location for uMVPMatrix");
163         }
164 
165         muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
166         checkGlError("glGetUniformLocation uSTMatrix");
167         if (muMVPMatrixHandle == -1) {
168             throw new RuntimeException("Could not get attrib location for uSTMatrix");
169         }
170 
171         checkGlError("glGetUniformLocation uCRatio");
172         if (muMVPMatrixHandle == -1) {
173             throw new RuntimeException("Could not get attrib location for uCRatio");
174         }
175 
176         /*
177          * Create our texture. This has to be done each time the
178          * surface is created.
179          */
180 
181         int[] textures = new int[1];
182         GLES20.glGenTextures(1, textures, 0);
183 
184         mTextureID = textures[0];
185         GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
186         checkGlError("glBindTexture mTextureID");
187 
188         // Can't do mipmapping with camera source
189         GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
190                 GLES20.GL_NEAREST);
191         GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
192                 GLES20.GL_LINEAR);
193         // Clamp to edge is the only option
194         GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
195                 GLES20.GL_CLAMP_TO_EDGE);
196         GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
197                 GLES20.GL_CLAMP_TO_EDGE);
198         checkGlError("glTexParameteri mTextureID");
199 
200         /*
201          * Create the SurfaceTexture that will feed this textureID, and pass it to the camera
202          */
203 
204         mSurface = new SurfaceTexture(mTextureID);
205         mSurface.setOnFrameAvailableListener(this);
206 
207         Matrix.setLookAtM(mVMatrix, 0, 0, 0, 4f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
208 
209         synchronized(this) {
210             updateSurface = false;
211         }
212     }
213 
onFrameAvailable(SurfaceTexture surface)214     synchronized public void onFrameAvailable(SurfaceTexture surface) {
215         /* For simplicity, SurfaceTexture calls here when it has new
216          * data available.  Call may come in from some random thread,
217          * so let's be safe and use synchronize. No OpenGL calls can be done here.
218          */
219         updateSurface = true;
220         //Log.v(TAG, "onFrameAvailable " + surface.getTimestamp());
221     }
222 
loadShader(int shaderType, String source)223     private int loadShader(int shaderType, String source) {
224         int shader = GLES20.glCreateShader(shaderType);
225         if (shader != 0) {
226             GLES20.glShaderSource(shader, source);
227             GLES20.glCompileShader(shader);
228             int[] compiled = new int[1];
229             GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
230             if (compiled[0] == 0) {
231                 Log.e(TAG, "Could not compile shader " + shaderType + ":");
232                 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
233                 GLES20.glDeleteShader(shader);
234                 shader = 0;
235             }
236         }
237         return shader;
238     }
239 
createProgram(String vertexSource, String fragmentSource)240     private int createProgram(String vertexSource, String fragmentSource) {
241         int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
242         if (vertexShader == 0) {
243             return 0;
244         }
245         int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
246         if (pixelShader == 0) {
247             return 0;
248         }
249 
250         int program = GLES20.glCreateProgram();
251         if (program != 0) {
252             GLES20.glAttachShader(program, vertexShader);
253             checkGlError("glAttachShader");
254             GLES20.glAttachShader(program, pixelShader);
255             checkGlError("glAttachShader");
256             GLES20.glLinkProgram(program);
257             int[] linkStatus = new int[1];
258             GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
259             if (linkStatus[0] != GLES20.GL_TRUE) {
260                 Log.e(TAG, "Could not link program: ");
261                 Log.e(TAG, GLES20.glGetProgramInfoLog(program));
262                 GLES20.glDeleteProgram(program);
263                 program = 0;
264             }
265         }
266         return program;
267     }
268 
checkGlError(String op)269     private void checkGlError(String op) {
270         int error;
271         while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
272             Log.e(TAG, op + ": glError " + error);
273             throw new RuntimeException(op + ": glError " + error);
274         }
275     }
276 
277     private static final int FLOAT_SIZE_BYTES = 4;
278     private static final int VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
279     private static final int VERTICES_DATA_POS_OFFSET = 0;
280     private static final int VERTICES_DATA_UV_OFFSET = 3;
281     private final float[] mVerticesData = {
282         // X, Y, Z, U, V
283         -1.0f, -1.0f, 0, 0.f, 0.f,
284         1.0f, -1.0f, 0, 1.f, 0.f,
285         -1.0f,  1.0f, 0, 0.f, 1.f,
286         1.0f,   1.0f, 0, 1.f, 1.f,
287     };
288 
289     private FloatBuffer mVertices;
290 
291     private final String mVertexShader =
292         "uniform mat4 uMVPMatrix;\n" +
293         "uniform mat4 uSTMatrix;\n" +
294         "attribute vec4 aPosition;\n" +
295         "attribute vec4 aTextureCoord;\n" +
296         "varying vec2 vTextureCoord;\n" +
297         "void main() {\n" +
298         "  gl_Position = uMVPMatrix * aPosition;\n" +
299         "  vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
300         "}\n";
301 
302     private final String mFragmentShader =
303         "#extension GL_OES_EGL_image_external : require\n" +
304         "precision mediump float;\n" +
305         "varying vec2 vTextureCoord;\n" +
306         "uniform samplerExternalOES sTexture;\n" +
307         "void main() {\n" +
308         "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
309         "}\n";
310 
311     private float[] mMVPMatrix = new float[16];
312     private float[] mProjMatrix = new float[16];
313     private float[] mMMatrix = new float[16];
314     private float[] mVMatrix = new float[16];
315     private float[] mSTMatrix = new float[16];
316 
317     private int mProgram;
318     private int mTextureID;
319     private int muMVPMatrixHandle;
320     private int muSTMatrixHandle;
321     private int maPositionHandle;
322     private int maTextureHandle;
323 
324     private float mRatio = 1.0f;
325     private SurfaceTexture mSurface;
326     private boolean updateSurface = false;
327 
328     private static final String TAG = "MyRenderer";
329 
330     // Magic key
331     private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
332 
getSurfaceTexture()333     public SurfaceTexture getSurfaceTexture() {
334         return mSurface;
335     }
336 }
337