Android Open Source - SBSPlayer Texture Render






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Back to project page SBSPlayer.

License

The source code is released under:

Apache License

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Java Source Code

/*
 * Copyright (C) 2013 The Android Open Source Project
 *//from  w  ww. ja  v  a 2 s  .  c  o m
 * 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 im.years.sbs;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import android.graphics.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.util.Log;

/**
 * Code for rendering a texture onto a surface using OpenGL ES 2.0.
 */
class TextureRender {
  private static final String TAG = "TextureRender";
  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 int mProgram;
  private int mTextureID = -12345;
  private int muMVPMatrixHandle;
  private int muSTMatrixHandle;
  private int maPositionHandle;
  private int maTextureHandle;

  private FloatBuffer mTriangleVertices1;
  private FloatBuffer mTriangleVertices2;

  private float mTriangleVerticesData1[] = { 0.0F, -1F, 0.0F, 0.0F, 0.0F, 1.0F, -1F, 0.0F, 1.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F, 0.0F, 1.0F, 1.0F };
  private float mTriangleVerticesData2[] = { -1F, -1F, 0.0F, 0.0F, 0.0F, 0.0F, -1F, 0.0F, 1.0F, 0.0F, -1F, 1.0F, 0.0F, 0.0F, 1.0F, 0.0F, 1.0F, 0.0F, 1.0F, 1.0F };

  public TextureRender() {

    float f1 = 2 * VideoSurfaceView.mMediaPlayer.getVideoWidth();
    float f2 = VideoSurfaceView.mMediaPlayer.getVideoHeight();
    float f3 = VideoSurfaceView.that.getWidth();
    float f4 = VideoSurfaceView.that.getHeight();
    float f5 = 0.0F;
    
    float f6 = 0.25058687f;
    
    float[] arrayOfFloat1 = new float[20];
    arrayOfFloat1[0] = -1.0F;
    arrayOfFloat1[1] = -1.0F;
    arrayOfFloat1[2] = 0.0F;
    arrayOfFloat1[3] = (0.5F - f6);
    arrayOfFloat1[4] = 0.0F;
    arrayOfFloat1[5] = 0.0F;
    arrayOfFloat1[6] = -1.0F;
    arrayOfFloat1[7] = 0.0F;
    arrayOfFloat1[8] = (0.5F + f6);
    arrayOfFloat1[9] = 0.0F;
    arrayOfFloat1[10] = -1.0F;
    arrayOfFloat1[11] = 1.0F;
    arrayOfFloat1[12] = 0.0F;
    arrayOfFloat1[13] = (0.5F - f6);
    arrayOfFloat1[14] = 1.0F;
    arrayOfFloat1[15] = 0.0F;
    arrayOfFloat1[16] = 1.0F;
    arrayOfFloat1[17] = 0.0F;
    arrayOfFloat1[18] = (0.5F + f6);
    arrayOfFloat1[19] = 1.0F;
    float[] arrayOfFloat2 = new float[20];
    arrayOfFloat2[0] = 0.0F;
    arrayOfFloat2[1] = -1.0F;
    arrayOfFloat2[2] = 0.0F;
    arrayOfFloat2[3] = (0.5F - f6);
    arrayOfFloat2[4] = 0.0F;
    arrayOfFloat2[5] = 1.0F;
    arrayOfFloat2[6] = -1.0F;
    arrayOfFloat2[7] = 0.0F;
    arrayOfFloat2[8] = (0.5F + f6);
    arrayOfFloat2[9] = 0.0F;
    arrayOfFloat2[10] = 0.0F;
    arrayOfFloat2[11] = 1.0F;
    arrayOfFloat2[12] = 0.0F;
    arrayOfFloat2[13] = (0.5F - f6);
    arrayOfFloat2[14] = 1.0F;
    arrayOfFloat2[15] = 1.0F;
    arrayOfFloat2[16] = 1.0F;
    arrayOfFloat2[17] = 0.0F;
    arrayOfFloat2[18] = (0.5F + f6);
    arrayOfFloat2[19] = 1.0F;
    this.mTriangleVerticesData1 = arrayOfFloat1;
    this.mTriangleVerticesData2 = arrayOfFloat2;

    mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
    mTriangleVertices.put(mTriangleVerticesData).position(0);

    mTriangleVertices1 = ByteBuffer.allocateDirect(FLOAT_SIZE_BYTES * mTriangleVerticesData1.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
    mTriangleVertices1.put(mTriangleVerticesData1).position(0);
    mTriangleVertices2 = ByteBuffer.allocateDirect(FLOAT_SIZE_BYTES * mTriangleVerticesData2.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
    mTriangleVertices2.put(mTriangleVerticesData2).position(0);

    Matrix.setIdentityM(mSTMatrix, 0);
  }

  public int getTextureId() {
    return mTextureID;
  }

  public void drawFrame(SurfaceTexture st) {

    checkGlError("onDrawFrame start");
    st.getTransformMatrix(mSTMatrix);

    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(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
    
    mTriangleVertices1.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices1);
    checkGlError("glVertexAttribPointer maPosition");
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    checkGlError("glEnableVertexAttribArray maPositionHandle");
    mTriangleVertices1.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
    GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices1);
    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");

    mTriangleVertices2.position(0);
    GLES20.glVertexAttribPointer(maPositionHandle, 3, 5126, false, 20, mTriangleVertices2);
    checkGlError("glVertexAttribPointer maPosition");
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    checkGlError("glEnableVertexAttribArray maPositionHandle");
    mTriangleVertices2.position(3);
    GLES20.glVertexAttribPointer(maTextureHandle, 3, 5126, false, 20, mTriangleVertices2);
    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(5, 0, 4);
    checkGlError("glDrawArrays");

    GLES20.glFinish();

    /*
     * checkGlError("onDrawFrame start"); st.getTransformMatrix(mSTMatrix);
     * 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(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.glFinish();
     */
  }

  /**
   * 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");
    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(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.
   */
  public void changeFragmentShader(String fragmentShader) {
    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();
    checkGlError("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);
    }
  }
}




Java Source Code List

im.years.sbs.MainActivity.java
im.years.sbs.TextureRender.java
im.years.sbs.VideoSurfaceView.java