com.adavr.player.context.YUVVideoContext.java Source code

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Here is the source code for com.adavr.player.context.YUVVideoContext.java

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/*
 * Copyright (C) 2015 Shotaro Uchida <fantom@xmaker.mx>
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.adavr.player.context;

import java.nio.ByteBuffer;
import com.adavr.player.globjects.Program;
import com.adavr.player.globjects.Texture;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

/**
 *
 * @author Shotaro Uchida <fantom@xmaker.mx>
 */
public class YUVVideoContext extends ShaderContext {

    public static final int Y_INDEX = 0;
    public static final int U_INDEX = 1;
    public static final int V_INDEX = 2;

    private static final String VERTEX_SHADER = "com/adavr/shader/vertex.glsl";
    private static final String FRAGMENT_SHADER = "com/adavr/shader/fragment2.glsl";

    private final int width;
    private final int height;
    private Texture[] textures; // YUV

    public YUVVideoContext(int width, int height) {
        super(VERTEX_SHADER, FRAGMENT_SHADER);
        this.width = width;
        this.height = height;
    }

    public void setPixels(int index, ByteBuffer pixels, int stride) {
        int w;
        int h;
        if (index == Y_INDEX) {
            w = width;
            h = height;
        } else {
            w = width / 2;
            h = height / 2;
        }
        Texture.bind(textures[index]);
        GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, stride);
        GL11.glTexSubImage2D(textures[index].getTarget(), 0, 0, 0, w, h, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE,
                pixels);
    }

    @Override
    public void setup() {
        super.setup();
        // Setup YUV
        textures[Y_INDEX] = Texture.create(GL30.GL_R8, width, height, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, null);
        textures[U_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE,
                null);
        textures[V_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE,
                null);

        int location;
        Program.bind(program);
        {
            location = program.getUniformLocation("y_tex");
            GL20.glUniform1i(location, 0);
            location = program.getUniformLocation("u_tex");
            GL20.glUniform1i(location, 1);
            location = program.getUniformLocation("v_tex");
            GL20.glUniform1i(location, 2);
        }
        Program.unbind();
    }

    @Override
    public void loop() {
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        Texture.bind(textures[Y_INDEX]);
        GL13.glActiveTexture(GL13.GL_TEXTURE1);
        Texture.bind(textures[U_INDEX]);
        GL13.glActiveTexture(GL13.GL_TEXTURE2);
        Texture.bind(textures[V_INDEX]);
        super.loop();
    }

    @Override
    public void destroy() {
        for (Texture texture : textures) {
            texture.destroy();
        }
        super.destroy();
    }
}