I am trying to save whatever is rendered on screen in a Open GL ES2 application, by not calling glClear on a renderbuffer or the framebuffer.
This has been working fine on a physical Nook Color. But when running on physical Nexus One (running android 2.3.6), I a getting issues where the content of the buffer is garbled after the first render. For illustration purpose, the screens below shows how the same code looks like in Nexus One and Nook Color. The code is almost verbatim from com.example.android.apis.graphics.GLES20TriangleRenderer (level 8 example source code set).
/*
* Copyright (C) 2009 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.android.apis.graphics;
import java.io.IOException;
import java.io.InputStream;
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.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;
import com.example.android.apis.R;
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
public GLES20TriangleRenderer(Context context) {
mContext = context;
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
}
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
}
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);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
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");
}
/*
* 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(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
InputStream is = mContext.getResources()
.openRawResource(R.raw.robot);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch(IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
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 TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -0.5f, 0, -0.5f, 0.0f,
1.0f, -0.5f, 0, 1.5f, -0.0f,
0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
private FloatBuffer mTriangleVertices;
private final String mVertexShader =
"uniform mat4 uMVPMatrix;\n" +
"attribute vec4 aPosition;\n" +
"attribute vec2 aTextureCoord;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" gl_Position = uMVPMatrix * aPosition;\n" +
" vTextureCoord = aTextureCoord;\n" +
"}\n";
private final String mFragmentShader =
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform sampler2D 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 int mProgram;
private int mTextureID;
private int muMVPMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private Context mContext;
private static String TAG = "GLES20TriangleRenderer";
}
The difference is that I removed the glClear call so it becomes like this:
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
//GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT);// | GLES20.GL_COLOR_BUFFER_BIT);
That code basically rotates the rectangle in the center. I have also tried rendering to a texture renderbuffer and then rendering the renderbuffer texture and encountered the same result (the render buffer gets garbled after the first call to GLES20.glDrawArrays with the result looking pretty much identical to the bad screenshot).
I'm new to ES2. What am I doing wrong?
Bad (on Nexus One): http://www.putpix.com/b/files/2849/devicebad.png
Good (on Nook Color): http://www.putpix.com/b/files/2849/devicegood.png
If you don't call clear, the result is undefined.
In particular, the screen is often double-buffered so your program will be seeing multiple buffers presented at different times. There's also no obligation that the buffers are ever the same ones you've seen before.
Related
I'm new to developing Android games using OpenGL ES 2.0.
I recently made a simple game where players must touch hidden numbers respectively that appeared within 3 seconds to win a level.
Each level contains numbers as many as two more than level amounts (For example, level 5 has 5 + 2 numbers).
The game works fine but not enough fine as I expected in two issues:
1 - The textures shown in my game, compared with the image shown in my Image Viewer application, are low in quality.
This is the screenshot of my game:
image
And this is the screenshot of my Image Viewer application:
image
This is my Texture Class:
package com.theNumbers.openGLES;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
public class OpenGLESTexture {
private final Context mActivityContext;
private final FloatBuffer mCubeTextureCoordinates;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private int mTextureDataHandle;
private final String vertexShaderCode =
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" v_TexCoordinate = a_TexCoordinate;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" gl_FragColor = texture2D(u_Texture, v_TexCoordinate);" +
"}";
private final int shaderProgram;
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private int mPositionHandle;
private int mMVPMatrixHandle;
static final int COORDS_PER_VERTEX = 2;
private float[] spriteCoords = new float[8];
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 };
private final int vertexStride = COORDS_PER_VERTEX * 4;
private final float[] mTextureSize = new float[2];
public OpenGLESTexture(final Context activityContext, final int resourceId, final short width, final short height) {
mActivityContext = activityContext;
mTextureSize[0] = width;
mTextureSize[1] = height;
spriteCoords[0] = width / 2f;
spriteCoords[1] = height / 2f;
spriteCoords[2] = -width / 2f;
spriteCoords[3] = height / 2f;
spriteCoords[4] = -width / 2f;
spriteCoords[5] = -height / 2f;
spriteCoords[6] = width / 2f;
spriteCoords[7] = -height / 2f;
ByteBuffer bb = ByteBuffer.allocateDirect(spriteCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(spriteCoords);
vertexBuffer.position(0);
final float[] cubeTextureCoordinateData =
{
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
mCubeTextureCoordinates = ByteBuffer.allocateDirect(cubeTextureCoordinateData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mCubeTextureCoordinates.put(cubeTextureCoordinateData).position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(spriteCoords.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
int vertexShader = OpenGLESRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = OpenGLESRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
shaderProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(shaderProgram, vertexShader);
GLES20.glAttachShader(shaderProgram, fragmentShader);
GLES20.glBindAttribLocation(shaderProgram, 0, "a_TexCoordinate");
GLES20.glLinkProgram(shaderProgram);
mTextureDataHandle = loadTexture(mActivityContext, resourceId);
}
public void draw(float[] mvpMatrix)
{
GLES20.glUseProgram(shaderProgram);
mPositionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
mTextureUniformHandle = GLES20.glGetAttribLocation(shaderProgram, "u_Texture");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "a_TexCoordinate");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glUniform1i(mTextureUniformHandle, 0);
GLES20.glUniform2fv(GLES20.glGetUniformLocation(shaderProgram, "u_TextureSize"), 1, mTextureSize, 0);//
mCubeTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
}
And this is my Renderer Class:
package com.theNumbers.openGLES;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.theNumbers.game.AssetsManager;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
public class OpenGLESRenderer implements GLSurfaceView.Renderer {
private final Context mActivityContext;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private float[] mRotationMatrix = new float[16];
private boolean onCreate = true;
public static float[] mStaticMVPMatrix = new float[16];
public volatile float mAngle;
public OpenGLESRenderer(final Context context) {
mActivityContext = context;
}
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
AssetsManager.loadAssets(mActivityContext);
}
public void onDrawFrame(GL10 unused) {
GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
AssetsManager.equalizeMatrices(mMVPMatrix);
if (onCreate) {
onCreate = false;
AssetsManager.load(mActivityContext);
AssetsManager.save(mActivityContext);
AssetsManager.createGUI();
AssetsManager.updateLines();
AssetsManager.mDoesFileExist = false;
}
AssetsManager.updateTime();
AssetsManager.drawGUI();
AssetsManager.drawRooms(mActivityContext);
AssetsManager.mIsTouched = false;
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
float aspectRatio = (float) width / height;
GLES20.glViewport(0, 0, width, height);
Matrix.frustumM(mProjMatrix, 0, -aspectRatio * 960, aspectRatio * 960, -960, 960, 3, 7);
AssetsManager.updateLines();
}
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
You can get the complete source code and the APK file here.
2 - Others can easily copy the textures I used in my game.
Just change the APK suffix to the ZIP suffix and open it to see all of my textures.
How can I solve these two issues that I explained above?
I tried to develop a mobile cardboard application, which renders 3d objects into a camera view (some kind of ar).
I used this project and tried to render a simple cube in the camera:
https://github.com/Sveder/CardboardPassthrough/
I didn't get it working, the background is always black or the app wrecked.
I would be very grateful for any help or suggestions.
Thanks
Thats what i have
Origin CardboardPassthrough
here is the working code, with the cubes
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.hardware.Camera;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.os.Bundle;
import android.os.Vibrator;
import android.util.Log;
import android.view.KeyEvent;
import com.google.vrtoolkit.cardboard.*;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class Card extends CardboardActivity implements CardboardView.StereoRenderer, SurfaceTexture.OnFrameAvailableListener {
private static final float CAMERA_Z = 0.01f;
private static final float TIME_DELTA = 0.3f;
private static final float YAW_LIMIT = 0.12f;
private static final float PITCH_LIMIT = 0.12f;
//---------------------------------------------------
private int intCurrentI = -1;
private int intCurrentI1 = -1;
//---------------------------------------------------
// We keep the light always position just above the user.
private final float[] mLightPosInWorldSpace = new float[]{0.0f, 2.0f, 0.0f, 1.0f};
private final float[] mLightPosInEyeSpace = new float[4];
private static final int COORDS_PER_VERTEX = 3;
private final WorldLayoutData DATA = new WorldLayoutData();
private FloatBuffer mCubeVertices;
private FloatBuffer mCubeColors;
private FloatBuffer mCubeFoundColors;
private FloatBuffer mCubeNormals;
private int mGlProgram;
private int mPositionParam;
private int mNormalParam;
private int mColorParam;
private int mModelViewProjectionParam;
private int mLightPosParam;
private int mModelViewParam;
private int mModelParam;
private int mIsFloorParam;
private float[] mModelCube;
private float[] mCamera;
private float[] mView;
private float[] mHeadView;
private float[] mModelViewProjection;
private float[] mModelView;
private float[] mModelCube2;
private float[] mModelFloor;
private float mObjectDistance = 12f;
private float mFloorDepth = 20f;
private Vibrator mVibrator;
private CardboardOverlayView mOverlayView;
private SurfaceTexture surface;
private Camera camera;
private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
private final String vertexShaderCode =
"attribute vec4 position;" +
"attribute vec2 inputTextureCoordinate;" +
"varying vec2 textureCoordinate;" +
"void main()" +
"{" +
"gl_Position = position;" +
"textureCoordinate = inputTextureCoordinate;" +
"}";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;" +
"varying vec2 textureCoordinate; \n" +
"uniform samplerExternalOES s_texture; \n" +
"void main(void) {" +
" gl_FragColor = texture2D( s_texture, textureCoordinate );\n" +
//" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" +
"}";
private int texture;
private CardboardView cardboardView;
/**
* Converts a raw text file, saved as a resource, into an OpenGL ES shader
*
* #param type The type of shader we will be creating.
* #param resId The resource ID of the raw text file about to be turned into a shader.
* #return
*/
private int loadGLShader(int type, int resId) {
String code = readRawTextFile(resId);
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, code);
GLES20.glCompileShader(shader);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0) {
GLES20.glDeleteShader(shader);
shader = 0;
}
if (shader == 0) {
throw new RuntimeException("Error creating shader.");
}
return shader;
}
/**
* Checks if we've had an error inside of OpenGL ES, and if so what that error is.
*
* #param func
*/
private static void checkGLError(String func) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
throw new RuntimeException(func + ": glError " + error);
}
}
/**
* Sets the view to our CardboardView and initializes the transformation matrices we will use
* to render our scene.
*
* #param savedInstanceState
*/
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.common_ui);
cardboardView = (CardboardView) findViewById(R.id.cardboard_view);
/*********************/
cardboardView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
/*********************/
cardboardView.setRenderer(this);
setCardboardView(cardboardView);
/* 2014-10-16 */
mModelCube2 = new float[16];
/* 2014-10-16 */
mModelCube = new float[16];
mCamera = new float[16];
mView = new float[16];
mModelViewProjection = new float[16];
mModelView = new float[16];
mModelFloor = new float[16];
mHeadView = new float[16];
mVibrator = (Vibrator) getSystemService(Context.VIBRATOR_SERVICE);
mOverlayView = (CardboardOverlayView) findViewById(R.id.overlay);
mOverlayView.show3DToast("VR-Test");
}
#Override
public void onRendererShutdown() {
}
#Override
public void onSurfaceChanged(int width, int height) {
}
/**
* Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java
* arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers.
*
* #param config The EGL configuration used when creating the surface.
*/
#Override
public void onSurfaceCreated(EGLConfig config) {
GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well
ByteBuffer bbVertices = ByteBuffer.allocateDirect(DATA.CUBE_COORDS.length * 4);
bbVertices.order(ByteOrder.nativeOrder());
mCubeVertices = bbVertices.asFloatBuffer();
mCubeVertices.put(DATA.CUBE_COORDS);
mCubeVertices.position(0);
ByteBuffer bbColors = ByteBuffer.allocateDirect(DATA.CUBE_COLORS.length * 4);
bbColors.order(ByteOrder.nativeOrder());
mCubeColors = bbColors.asFloatBuffer();
mCubeColors.put(DATA.CUBE_COLORS);
mCubeColors.position(0);
ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(DATA.CUBE_FOUND_COLORS.length * 4);
bbFoundColors.order(ByteOrder.nativeOrder());
mCubeFoundColors = bbFoundColors.asFloatBuffer();
mCubeFoundColors.put(DATA.CUBE_FOUND_COLORS);
mCubeFoundColors.position(0);
ByteBuffer bbNormals = ByteBuffer.allocateDirect(DATA.CUBE_NORMALS.length * 4);
bbNormals.order(ByteOrder.nativeOrder());
mCubeNormals = bbNormals.asFloatBuffer();
mCubeNormals.put(DATA.CUBE_NORMALS);
mCubeNormals.position(0);
int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment);
mGlProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mGlProgram, vertexShader);
GLES20.glAttachShader(mGlProgram, gridShader);
GLES20.glLinkProgram(mGlProgram);
texture = createTexture();
startCamera(texture);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
// Object first appears directly in front of user
Matrix.setIdentityM(mModelCube, 0);
Matrix.translateM(mModelCube, 0, 0, 0, -mObjectDistance);
Matrix.setIdentityM(mModelCube2, 0);
Matrix.translateM(mModelCube2, 0, -10.0f, -10.0f, -mObjectDistance - 12.0f);
Matrix.setIdentityM(mModelFloor, 0);
Matrix.translateM(mModelFloor, 0, 0, -mFloorDepth, 0); // Floor appears below user
checkGLError("onSurfaceCreated");
}
/**
* Converts a raw text file into a string.
*
* #param resId The resource ID of the raw text file about to be turned into a shader.
* #return
*/
private String readRawTextFile(int resId) {
InputStream inputStream = getResources().openRawResource(resId);
try {
BufferedReader reader = new BufferedReader(new InputStreamReader(inputStream));
StringBuilder sb = new StringBuilder();
String line;
while ((line = reader.readLine()) != null) {
sb.append(line).append("\n");
}
reader.close();
return sb.toString();
} catch (IOException e) {
e.printStackTrace();
}
return "";
}
/**
* Prepares OpenGL ES before we draw a frame.
*
* #param headTransform The head transformation in the new frame.
*/
#Override
public void onNewFrame(HeadTransform headTransform) {
GLES20.glUseProgram(mGlProgram);
mModelViewProjectionParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVP");
mLightPosParam = GLES20.glGetUniformLocation(mGlProgram, "u_LightPos");
mModelViewParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVMatrix");
mModelParam = GLES20.glGetUniformLocation(mGlProgram, "u_Model");
mIsFloorParam = GLES20.glGetUniformLocation(mGlProgram, "u_IsFloor");
// Build the Model part of the ModelView matrix.
Matrix.rotateM(mModelCube, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);
Matrix.rotateM(mModelCube2, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);
//--------------------------------------
// Build the camera matrix and apply it to the ModelView.
Matrix.setLookAtM(mCamera, 0, 0.0f, 0.0f, CAMERA_Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
headTransform.getHeadView(mHeadView, 0);
checkGLError("onReadyToDraw");
}
/**
* Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
* a parameter.
*
* #param transform The transformations to apply to render this eye.
*/
#Override
public void onDrawEye(EyeTransform transform) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position");
mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal");
mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color");
GLES20.glEnableVertexAttribArray(mPositionParam);
GLES20.glEnableVertexAttribArray(mNormalParam);
GLES20.glEnableVertexAttribArray(mColorParam);
checkGLError("mColorParam");
// Apply the eye transformation to the camera.
Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0);
// Set the position of the light
Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0);
GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1],
mLightPosInEyeSpace[2]);
// Build the ModelView and ModelViewProjection matrices
// for calculating cube position and light.
Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube, 0);
Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0,
mModelView, 0);
drawCube(1);
//--------------------------------------
Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube2, 0);
Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0,
mModelView, 0);
drawCube(0);
//--------------------------------------
}
#Override
public void onFinishFrame(Viewport viewport) {
}
public void drawCube(int i1) {
// This is not the floor!
GLES20.glUniform1f(mIsFloorParam, 0f);
// Set the Model in the shader, used to calculate lighting
if (i1 == 1) {
GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelCube, 0);
} else if (i1 == 0) {
//--2014-10-16 ??--------------------------------
GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelCube2, 0);
//-------------------------------------------------
}
// Set the ModelView in the shader, used to calculate lighting
GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, mModelView, 0);
// Set the position of the cube
GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT,
false, 0, mCubeVertices);
// Set the ModelViewProjection matrix in the shader.
GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, mModelViewProjection, 0);
// Set the normal positions of the cube, again for shading
GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT,
false, 0, mCubeNormals);
if (isLookingAtObject(i1)) {
GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false,
0, mCubeFoundColors);
if (i1 == 1)
intCurrentI1 = i1;
else
intCurrentI1 = -1;
intCurrentI = i1;
System.out.println("drawCube->intCurrentI2:" + intCurrentI);
} else {
GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false,
0, mCubeColors);
intCurrentI = -1;
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
checkGLError("Drawing cube");
if (intCurrentI1 != -1)
intCurrentI = intCurrentI1;
System.out.println("drawCube_out_if->intCurrentI4:" + intCurrentI);
}
private boolean isLookingAtObject(int i1) {
float[] initVec = {0, 0, 0, 1.0f};
float[] objPositionVec = new float[4];
System.out.println("isLookingAtObject1->i1:" + i1);
// Convert object space to camera space. Use the headView from onNewFrame.
if (i1 == 1) {
Matrix.multiplyMM(mModelView, 0, mHeadView, 0, mModelCube, 0);
Matrix.multiplyMV(objPositionVec, 0, mModelView, 0, initVec, 0);
intCurrentI = i1;
} else if (i1 == 0) {
Matrix.multiplyMM(mModelView, 0, mHeadView, 0, mModelCube2, 0);
Matrix.multiplyMV(objPositionVec, 0, mModelView, 0, initVec, 0);
intCurrentI = i1;
}
float pitch = (float) Math.atan2(objPositionVec[1], -objPositionVec[2]);
float yaw = (float) Math.atan2(objPositionVec[0], -objPositionVec[2]);
boolean bool1 = (Math.abs(pitch) < PITCH_LIMIT) && (Math.abs(yaw) < YAW_LIMIT);
return bool1;
}
public void startCamera(int texture) {
surface = new SurfaceTexture(texture);
surface.setOnFrameAvailableListener(this);
camera = Camera.open();
try {
camera.setPreviewTexture(surface);
camera.startPreview();
} catch (IOException ioe) {
Log.w("MainActivity", "CAM LAUNCH FAILED");
}
}
static private int createTexture() {
int[] texture = new int[1];
GLES20.glGenTextures(1, texture, 0);
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture[0]);
GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
return texture[0];
}
#Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
this.cardboardView.requestRender();
}
}
Edit 11.07.16
I cut the vertex in half, to see posible vertex behind it.
But i think the problem is vertex and fragment-shader
The Cube is only showing up, when im using this vertex and fragment-shader
simple_fragment.shader
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
light_vertex.shader
uniform mat4 u_MVP;
uniform mat4 u_MVMatrix;
uniform mat4 u_Model;
uniform vec3 u_LightPos;
uniform float u_IsFloor;
attribute vec4 a_Position;
attribute vec4 a_Color;
attribute vec3 a_Normal;
varying vec4 v_Color;
varying vec3 v_Grid;
varying float v_isFloor;
void main()
{
vec3 modelVertex = vec3(u_Model * a_Position);
v_Grid = modelVertex;
vec3 modelViewVertex = vec3(u_MVMatrix * a_Position);
vec3 modelViewNormal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
float distance = length(u_LightPos - modelViewVertex);
vec3 lightVector = normalize(u_LightPos - modelViewVertex);
float diffuse = max(dot(modelViewNormal, lightVector), 0.5 );
diffuse = diffuse * (1.0 / (1.0 + (0.00001 * distance * distance)));
v_Color = a_Color * diffuse;
gl_Position = u_MVP * a_Position;
v_isFloor = u_IsFloor;
}
and the camera is only showing up when im using this shaders
vertex.shader
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate;
}
fragment.shader
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 textureCoordinate;
varying vec4 v_Color;
uniform samplerExternalOES s_texture;
void main(void) {
gl_FragColor = texture2D( s_texture, textureCoordinate );
}
i don't know how to fix the shaders
I would suggest that you disable glEnable(GL_DEPTH_TEST) to render background objects in the foreground then switch between shaders using:
GLES20.glUseProgram();
For your example this might be:
#Override
public void onSurfaceCreated(EGLConfig config) {
Log.i(TAG, "onSurfaceCreated");
GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well
ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareVertices);
vertexBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
bb2.order(ByteOrder.nativeOrder());
textureVerticesBuffer = bb2.asFloatBuffer();
textureVerticesBuffer.put(textureVertices);
textureVerticesBuffer.position(0);
//Cube
ByteBuffer bbVertices = ByteBuffer.allocateDirect(DATA.CUBE_COORDS.length * 4);
bbVertices.order(ByteOrder.nativeOrder());
mCubeVertices = bbVertices.asFloatBuffer();
mCubeVertices.put(DATA.CUBE_COORDS);
mCubeVertices.position(0);
ByteBuffer bbColors = ByteBuffer.allocateDirect(DATA.CUBE_COLORS.length * 4);
bbColors.order(ByteOrder.nativeOrder());
mCubeColors = bbColors.asFloatBuffer();
mCubeColors.put(DATA.CUBE_COLORS);
mCubeColors.position(0);
ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(DATA.CUBE_FOUND_COLORS.length * 4);
bbFoundColors.order(ByteOrder.nativeOrder());
mCubeFoundColors = bbFoundColors.asFloatBuffer();
mCubeFoundColors.put(DATA.CUBE_FOUND_COLORS);
mCubeFoundColors.position(0);
ByteBuffer bbNormals = ByteBuffer.allocateDirect(DATA.CUBE_NORMALS.length * 4);
bbNormals.order(ByteOrder.nativeOrder());
mCubeNormals = bbNormals.asFloatBuffer();
mCubeNormals.put(DATA.CUBE_NORMALS);
mCubeNormals.position(0);
int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mCameraProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mCameraProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mCameraProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mCameraProgram);
vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment);
mCubeProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mCubeProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mCubeProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mCubeProgram);
texture = createTexture();
startCamera(texture);
Matrix.setIdentityM(mModelCube, 0);
Matrix.translateM(mModelCube, 0, 0, 0, -mObjectDistance);
checkGLError("onSurfaceCreated");
}
#Override
public void onNewFrame(HeadTransform headTransform) {
GLES20.glUseProgram(mCubeProgram);
mModelViewProjectionParam = GLES20.glGetUniformLocation(mCubeProgram, "u_MVP");
mLightPosParam = GLES20.glGetUniformLocation(mCubeProgram, "u_LightPos");
mModelViewParam = GLES20.glGetUniformLocation(mCubeProgram, "u_MVMatrix");
mModelParam = GLES20.glGetUniformLocation(mCubeProgram, "u_Model");
mIsFloorParam = GLES20.glGetUniformLocation(mCubeProgram, "u_IsFloor");
// Build the Model part of the ModelView matrix.
Matrix.rotateM(mModelCube, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);
// Build the camera matrix and apply it to the ModelView.
Matrix.setLookAtM(mCamera, 0, 0.0f, 0.0f, CAMERA_Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
headTransform.getHeadView(mHeadView, 0);
GLES20.glUseProgram(mCameraProgram);
float[] mtx = new float[16];
//GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
surface.updateTexImage();
surface.getTransformMatrix(mtx);
}
#Override
public void onDrawEye(EyeTransform transform) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
//Camera
GLES20.glUseProgram(mCameraProgram);
GLES20.glActiveTexture(GL_TEXTURE_EXTERNAL_OES);
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
mPositionHandle = GLES20.glGetAttribLocation(mCameraProgram, "position");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT,
false, vertexStride, vertexBuffer);
mTextureCoordHandle = GLES20.glGetAttribLocation(mCameraProgram, "inputTextureCoordinate");
GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT,
false, vertexStride, textureVerticesBuffer);
mColorHandle = GLES20.glGetAttribLocation(mCameraProgram, "s_texture");
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mTextureCoordHandle);
//cube
GLES20.glUseProgram(mCubeProgram);
mPositionParam = GLES20.glGetAttribLocation(mCubeProgram, "a_Position");
mNormalParam = GLES20.glGetAttribLocation(mCubeProgram, "a_Normal");
mColorParam = GLES20.glGetAttribLocation(mCubeProgram, "a_Color");
GLES20.glEnableVertexAttribArray(mPositionParam);
GLES20.glEnableVertexAttribArray(mNormalParam);
GLES20.glEnableVertexAttribArray(mColorParam);
// Set the position of the light
Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0);
GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1],
mLightPosInEyeSpace[2]);
Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube, 0);
Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0,
mModelView, 0);
drawCube(1);
Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0);
Just an open suggestion. I developed an AR project for a University assignment I had, a couple of months ago. In my case I used a tool called Vuforia and integrated it with Unity for it to work on mobile devices. You can get your app to work on both Android and iOS devices. The latest releases of both Unity and Vuforia both help in the development of AR projects, since it is currently at its hype.
Depending on the work you need you AR project to perform, and your experience with Unity, the learning curve increases. In my case, I augmented the construction of a roof for a neolithical site. I also used a third party software called makehuman and Blender to create a walking human being. In all of my project, I didn't need to touch a line of code at all :)
Hope this helps.
I have been unable to get the following example code to run properly on my fire 7. When I compile it as is it shows a blank screen like the one below:
Texture Failure
I am able to get the example to work on an emulator by inserting the line of code:
public GameView(Context context)
{
super(context);
setEGLContextClientVersion(2);
//the line below
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
gameRenderer = new GameRenderer(context);
setRenderer(gameRenderer);
}
What would the proper EGLconfig be for my device? or the best way of detecting?
I have tried following approaches:
EGLConfig on HTC Desire, available configuration hangs the device
What is the right way to choose an EGL config in Android?
createWindowSurface failed: EGL_BAD_MATCH?
I still end up empty handed.
For ease of access I've posted some of the code below. The full code is at www.apress.com/downloadable/download/sample/sample_id/1769/
The renderer is as follows:
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class GameRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "GameRenderer";
private Context context;
public static float[] mMVPMatrix = new float[16];
public static float[] mProjectionMatrix = new float[16];
public static float[] mViewMatrix = new float[16];
public static float[] mTranslationMatrix = new float[16];
private Starfield starfield;
private Debris debris;
private Hero hero;
float starfieldScroll = 0;
float debrisScroll = 0;
float heroSprite = 0;
float heroMove = 0;
public GameRenderer(Context gameContext) {
context = gameContext;
}
#Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
starfield = new Starfield();
debris = new Debris();
hero = new Hero();
starfield.loadTexture(R.drawable.starfield, context);
debris.loadTexture(R.drawable.debris, context);
hero.loadTexture(R.drawable.ships, context);
}
#Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
#Override
public void onDrawFrame(GL10 unused) {
float[] matrix = new float[16];
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
starfield.draw(mMVPMatrix, starfieldScroll);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
//debris.draw(mMVPMatrix, debrisScroll);
Matrix.setIdentityM(mTranslationMatrix,0);
Matrix.translateM(mTranslationMatrix, 0,heroMove,-.5f,0);
Matrix.multiplyMM(matrix, 0, mMVPMatrix, 0, mTranslationMatrix, 0);
hero.draw(matrix,0,0);
GLES20.glDisable(GLES20.GL_BLEND);
if(starfieldScroll == Float.MAX_VALUE){
starfieldScroll = 0;
}
if(debrisScroll == Float.MAX_VALUE){
debrisScroll = 0;
}
starfieldScroll += .001;
debrisScroll += .01;
}
public static int loadShader(int type, String shaderCode){
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}
public void setHeroMove(float movement){
heroMove = movement;
}
public float getHeroMove(){
return heroMove;
}
}
The GLsurfaceView is as follows:
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.view.Display;
import android.view.MotionEvent;
public class GameView extends GLSurfaceView
{
private final GameRenderer gameRenderer;
public GameView(Context context) {
super(context);
setEGLContextClientVersion(2);
gameRenderer = new GameRenderer(context);
setRenderer(gameRenderer);
}
#Override
public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
switch (e.getAction()) {
case MotionEvent.ACTION_DOWN:
if (x < getWidth() / 2) {
gameRenderer.setHeroMove(gameRenderer.getHeroMove() + .1f);
}
if (x > getWidth() /2){
gameRenderer.setHeroMove(gameRenderer.getHeroMove() - .1f );
}
}
return true;
}
}
The Starfield class is as follows:
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.util.Log;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class Starfield {
static float squareCoords[] = {
-1f, 1f, 0.0f, // top left
-1f, -1f, 0.0f, // bottom left
1f, -1f, 0.0f, // bottom right
1f, 1f, 0.0f }; // top right
private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 };
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"attribute vec2 TexCoordIn;" + //
"varying vec2 TexCoordOut;" + //
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" TexCoordOut = TexCoordIn;" + //
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D TexCoordIn;" + //
"uniform float scroll;" + //
"varying vec2 TexCoordOut;" + //
"void main() {" +
//" gl_FragColor = vColor;"+
" gl_FragColor = texture2D(TexCoordIn, vec2(TexCoordOut.x ,TexCoordOut.y + scroll));" + //
"}";
private float texture[] = {
-1f, 1f,
-1f, -1f,
1f, -1f,
1f, 1f,
};
private int[] textures = new int[1]; //
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private final FloatBuffer textureBuffer; //
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
static final int COORDS_PER_TEXTURE = 2; //
static final int COORDS_PER_VERTEX = 3;
private final int vertexStride = COORDS_PER_VERTEX * 4;
public static int textureStride = COORDS_PER_TEXTURE * 4; //
public void loadTexture(int texture, Context context) {
InputStream imagestream = context.getResources().openRawResource(texture);
Bitmap bitmap = null;
android.graphics.Matrix flip = new android.graphics.Matrix();
flip.postScale(-1f, -1f);
try {
bitmap = BitmapFactory.decodeStream(imagestream);
}catch(Exception e){
}finally {
try {
imagestream.close();
imagestream = null;
} catch (IOException e) {
}
}
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
public Starfield() {
ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
bb = ByteBuffer.allocateDirect(texture.length * 4); //
bb.order(ByteOrder.nativeOrder()); //
textureBuffer = bb.asFloatBuffer(); //
textureBuffer.put(texture); //
textureBuffer.position(0); //
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
int vertexShader = GameRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = GameRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
}
public void draw(float[] mvpMatrix, float scroll) {
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
int vsTextureCoord = GLES20.glGetAttribLocation(mProgram, "TexCoordIn"); //
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
GLES20.glVertexAttribPointer(vsTextureCoord, COORDS_PER_TEXTURE,
GLES20.GL_FLOAT, false,
textureStride, textureBuffer);
GLES20.glEnableVertexAttribArray(vsTextureCoord);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
int fsTexture = GLES20.glGetUniformLocation(mProgram, "TexCoordOut");
int fsScroll = GLES20.glGetUniformLocation(mProgram, "scroll");
GLES20.glUniform1i(fsTexture, 0);
GLES20.glUniform1f(fsScroll, scroll);
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GameRenderer.checkGlError("glGetUniformLocation");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
GameRenderer.checkGlError("glUniformMatrix4fv");
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
Simply trying to decode frames from videos.
While working with Android 4+ (<5), it worked just fine.
I'm using parts of the example that can be found here:
http://bigflake.com/mediacodec/
"ExtractMpegFramesTest.java (requires 4.1, API 16)"
The problem is - it extracts a frame, but the result Bitmap is as can be seen here (Saved an image right after decoding it):
The real video of course has "real" frames, and not "stretched" 1 column.
I've saved this image right after the code line:
bmp.copyPixelsFromBuffer(mPixelBuf);
// <-- here I saved the above image
Is there some major update (I can't find) to the decoder that solves this ?
On API level 21 and above the decoder applies the rotation when rendering to the surface. Therefore, the transformMatrix you got from SurfaceTexture contains the rotation info, which means the way use to invert the SurfaceTexture in the example doesn't work. To correctly invert the texture, I rotation it by z axis and do x, y axis transform. Following are what I do :
chnage
st.getTransformMatrix(mSTMatrix);
if (invert) {
mSTMatrix[5] = -mSTMatrix[5];
mSTMatrix[13] = 1.0f - mSTMatrix[13];
}
to
st.getTransformMatrix(mMatrix);
if(invert){
Matrix.setIdentityM(identifyMatrix, 0);
Matrix.translateM(identifyMatrix, 0, 1, 1, 0);
Matrix.rotateM(identifyMatrix, 0, 180, 0, 0, 1);
Matrix.multiplyMM(mSTMatrix, 0, identifyMatrix, 0, mMatrix,0);
}
where mMatrix and identifyMatrix are both
new float[16];
yst's answer creates a mirrored image
st.getTransformMatrix(mIntermediateMatrix);
if(invert){
Matrix.setIdentityM(identityMatrix, 0);
Matrix.translateM(identityMatrix, 0, 1, 1, 0);
Matrix.rotateM(identityMatrix, 0, 180, 0, 0, 1);
//fixes mirror image
Matrix.translateM(identityMatrix, 0, 0, 1, 0);
Matrix.rotateM(identityMatrix, 0, 180, 1, 0, 0);
Matrix.multiplyMM(mSTMatrix, 0, identityMatrix, 0,mIntermediateMatrix,0);
} else {
identityMatrix = mIntermediateMatrix;
}
This is my slightly altered STextureRender class from bigflake's ExtractMpegFramesTest.java (requires 4.2, API 17)
/**
* Code for rendering a texture onto a surface using OpenGL ES 2.0.
*/
private static class STextureRender {
private static final int FLOAT_SIZE_BYTES = 4;
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -1.0f, 0, 0.f, 0.f,
1.0f, -1.0f, 0, 1.f, 0.f,
-1.0f, 1.0f, 0, 0.f, 1.f,
1.0f, 1.0f, 0, 1.f, 1.f,
};
private FloatBuffer mTriangleVertices;
private static final String VERTEX_SHADER =
"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 static final String FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;\n" + // highp here doesn't seem to matter
"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[] mSTMatrix = new float[16];
private float[] identityMatrix = new float[16];
private float[] mIntermediateMatrix = new float[16];
private int mProgram;
private int mTextureID = -12345;
private int muMVPMatrixHandle;
private int muSTMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
public STextureRender() {
mTriangleVertices = ByteBuffer.allocateDirect(
mTriangleVerticesData.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
Matrix.setIdentityM(mSTMatrix, 0);
}
public int getTextureId() {
return mTextureID;
}
/**
* Draws the external texture in SurfaceTexture onto the current EGL surface.
*/
public void drawFrame(SurfaceTexture st, boolean invert) {
checkGlError("onDrawFrame start");
st.getTransformMatrix(mIntermediateMatrix);
if(invert){
Matrix.setIdentityM(identityMatrix, 0);
Matrix.translateM(identityMatrix, 0, 1, 1, 0);
Matrix.rotateM(identityMatrix, 0, 180, 0, 0, 1);
//fixes mirror image
Matrix.translateM(identityMatrix, 0, 0, 1, 0);
Matrix.rotateM(identityMatrix, 0, 180, 1, 0, 0);
Matrix.multiplyMM(mSTMatrix, 0, identityMatrix, 0, mIntermediateMatrix,0);
} else {
mSTMatrix = mIntermediateMatrix;
}
/*
if (invert) {
mSTMatrix[5] = -mSTMatrix[5];
mSTMatrix[13] = 1.0f - mSTMatrix[13];
}
*/
// (optional) clear to green so we can see if we're failing to set pixels
GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
Matrix.setIdentityM(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");
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
}
/**
* Initializes GL state. Call this after the EGL surface has been created and made current.
*/
public void surfaceCreated() {
mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
if (mProgram == 0) {
throw new RuntimeException("failed creating program");
}
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
checkLocation(maPositionHandle, "aPosition");
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
checkLocation(maTextureHandle, "aTextureCoord");
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkLocation(muMVPMatrixHandle, "uMVPMatrix");
muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
checkLocation(muSTMatrixHandle, "uSTMatrix");
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
checkGlError("glBindTexture mTextureID");
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
checkGlError("glTexParameter");
}
/**
* Replaces the fragment shader. Pass in null to reset to default.
*/
public void changeFragmentShader(String fragmentShader) {
if (fragmentShader == null) {
fragmentShader = FRAGMENT_SHADER;
}
GLES20.glDeleteProgram(mProgram);
mProgram = createProgram(VERTEX_SHADER, fragmentShader);
if (mProgram == 0) {
throw new RuntimeException("failed creating program");
}
}
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
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) {
Log.e(TAG, "Could not create program");
}
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;
}
public 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);
}
}
public static void checkLocation(int location, String label) {
if (location < 0) {
throw new RuntimeException("Unable to locate '" + label + "' in program");
}
}
}
I want to play a video into an OpenGL texture on XOOM using Android 3.0.
I have come across SurfaceTexture in the goole developer docs which has been added in API 11
http://developer.android.com/reference/android/graphics/SurfaceTexture.html
The documentation talks about using GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, I cannot find any reference to this define in the latest android-ndk-r5c, it's not defined in in the ndk and it only goes up to platform-9, so I guess I would need platform-11 and there appears to be no android.opengl.GLES20Ext which I guess is where it would reside on the java side.
I have the latest of all released android tools from google and I cannot find any extra things from NVidia or Motorola on their developer sites.
Do anyone have a working example of using SurfaceTexture to either put the camera image or video onto an OpenGL texture? and/or know what I am missing to be able to use this new functionality?
A demo locate https://github.com/crossle/MediaPlayerSurface
import java.io.IOException;
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.graphics.SurfaceTexture;
import android.media.MediaPlayer;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import android.view.Surface;
class VideoSurfaceView extends GLSurfaceView {
VideoRender mRenderer;
private MediaPlayer mMediaPlayer = null;
public VideoSurfaceView(Context context, MediaPlayer mp) {
super(context);
setEGLContextClientVersion(2);
mMediaPlayer = mp;
mRenderer = new VideoRender(context);
setRenderer(mRenderer);
}
#Override
public void onResume() {
queueEvent(new Runnable(){
public void run() {
mRenderer.setMediaPlayer(mMediaPlayer);
}});
super.onResume();
}
private static class VideoRender
implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
private static String TAG = "VideoRender";
private static final int FLOAT_SIZE_BYTES = 4;
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -1.0f, 0, 0.f, 0.f,
1.0f, -1.0f, 0, 1.f, 0.f,
-1.0f, 1.0f, 0, 0.f, 1.f,
1.0f, 1.0f, 0, 1.f, 1.f,
};
private FloatBuffer mTriangleVertices;
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[] mSTMatrix = new float[16];
private int mProgram;
private int mTextureID;
private int muMVPMatrixHandle;
private int muSTMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private SurfaceTexture mSurface;
private boolean updateSurface = false;
private static int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
private MediaPlayer mMediaPlayer;
public VideoRender(Context context) {
mTriangleVertices = ByteBuffer.allocateDirect(
mTriangleVerticesData.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
Matrix.setIdentityM(mSTMatrix, 0);
}
public void setMediaPlayer(MediaPlayer player) {
mMediaPlayer = player;
}
public void onDrawFrame(GL10 glUnused) {
synchronized(this) {
if (updateSurface) {
mSurface.updateTexImage();
mSurface.getTransformMatrix(mSTMatrix);
updateSurface = false;
}
}
GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
Matrix.setIdentityM(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");
GLES20.glFinish();
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
}
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
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");
}
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
checkGlError("glBindTexture mTextureID");
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);
/*
* Create the SurfaceTexture that will feed this textureID,
* and pass it to the MediaPlayer
*/
mSurface = new SurfaceTexture(mTextureID);
mSurface.setOnFrameAvailableListener(this);
Surface surface = new Surface(mSurface);
mMediaPlayer.setSurface(surface);
surface.release();
try {
mMediaPlayer.prepare();
} catch (IOException t) {
Log.e(TAG, "media player prepare failed");
}
synchronized(this) {
updateSurface = false;
}
mMediaPlayer.start();
}
synchronized public void onFrameAvailable(SurfaceTexture surface) {
updateSurface = true;
}
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);
}
}
} // End of class VideoRender.
} // End of class VideoSurfaceView.
Example code. This creates a new external texture suitable for use in a SurfaceTexture, then wraps it in said SurfaceTexture and passes it to the camera as a surface to write the preview into.
int[] textures = new int[1];
// generate one texture pointer and bind it as an external texture.
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]);
// No mip-mapping with camera source.
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// Clamp to edge is only option.
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
int texture_id = textures[0];
SurfaceTexture mTexture = new SurfaceTexture(texture_id);
mTexture.setOnFrameAvailableListener(this);
Camera cam = Camera.open();
cam.setPreviewTexture(mTexture);
Note that if you render this object, you'll need to be careful: It's NOT a 2D texture, so it needs special treatment in the shader.
If using API level 11 to 14 you can just define GL_TEXTURE_EXTERNAL_OES yourself by placing
private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
in your code. This seems to work just fine for me.
NVIDIA has a full and working sample in their TEGRA Android Developer pack. The sample is written pure Java and runs in Standard Eclipse+Android SDK - so you just need to install the samples.
The name of the project is surfacetexture (or something like it). It works nice!
Hopes it helps you.