Sto cercando di acquisire video e visualizzarlo sullo schermo impostando una trama Open GL ES su un android surfaceTexture
. Non riesco a utilizzare uno TextureView
e a implementare SurfaceTextureListener
come da this tutorial poiché utilizzo Google Cardboard.Utilizzo del flusso video come aperto Struttura GL ES 2.0
Ho seguito the Android documentation su come inizializzare Open GL ES 2.0 e usarlo, e anche su this tutorial su texturing.
Mettendo insieme il 2 ottengo uno schermo vuoto e occasionalmente ottengo <core_glBindTexture:572>: GL_INVALID_OPERATION
nella finestra della console.
Travolto da così tanti nuovi concetti che non conosco, non sono in grado di eseguire il debug o solo capire se è possibile utilizzare i due metodi in questo modo. Ecco il mio codice di disegno, è inizializzato nel onSurfaceCreated()
della classe MainActivity
e disegnato da onEyeDraw()
che è la funzione di disegno di Cartone.
package com.example.rich.test3;
import android.hardware.Camera;
import android.opengl.GLES20;
import android.view.TextureView;
import java.nio.ShortBuffer;
import java.nio.FloatBuffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
/**
* Created by rich on 03/05/2015.
*/
public class Square {
private java.nio.FloatBuffer vertexBuffer;
private java.nio.ShortBuffer drawListBuffer;
private final java.nio.FloatBuffer mCubeTextureCoordinates;
float color[] = { 1.f, 1.f, 1.f, 1.0f };
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" gl_Position = vPosition;" +
" v_TexCoordinate = a_TexCoordinate;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
"gl_FragColor = (texture2D(u_Texture, v_TexCoordinate));" +
"}";
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, 0.5f, 0.0f, // top left
0.5f, 0.5f, 0.0f}; // top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private final int vertexCount = squareCoords.length/COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int mTextureDataHandle;
float textureCoordinates[] =
{0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f };
Camera _camera;
TextureView _textureView;
int[] textures;
android.graphics.SurfaceTexture _surface;
public Square()
{
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
mCubeTextureCoordinates = ByteBuffer.allocateDirect(textureCoordinates.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mCubeTextureCoordinates.put(textureCoordinates).position(0);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
_surface = new android.graphics.SurfaceTexture(textures[0]);
_camera = Camera.open();
Camera.Size previewSize = _camera.getParameters().getPreviewSize();
try
{
_camera.setPreviewTexture(_surface);
}
catch (java.io.IOException ex)
{
// Console.writeLine (ex.Message);
}
final int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertexShaderHandle, vertexShaderCode);
GLES20.glCompileShader(vertexShaderHandle);
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(vertexShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == 0)
{
//do check here
}
final int fragmentShaderHandle = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragmentShaderHandle, fragmentShaderCode);
GLES20.glCompileShader(fragmentShaderHandle);
GLES20.glGetShaderiv(fragmentShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == 0)
{
//do check here
}
GLES20.glAttachShader(mProgram, vertexShaderHandle);
GLES20.glAttachShader(mProgram, fragmentShaderHandle);
GLES20.glBindAttribLocation(mProgram, 0, "a_Position");
GLES20.glBindAttribLocation(mProgram, 0, "a_TexCoordinate");
GLES20.glLinkProgram(mProgram);
final int[] linkStatus = new int[1];
GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] == 0)
{
//do check here
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
mTextureDataHandle = textures[0];
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
}
public void draw()
{
_surface.updateTexImage();
GLES20.glUseProgram(mProgram);
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "a_Position");
mColorHandle = GLES20.glGetAttribLocation(mProgram, "a_Color");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false,
0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glUniform1i(mTextureUniformHandle, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
Hai trovato https://github.com/google/grafika? L'attività "trama dalla fotocamera" probabilmente fa la maggior parte di ciò che desideri. – fadden