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The source code is released under:
Apache License
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/* * 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); } } }