Add a simple OpenGL ES 2.0 test program that displays a camera preview stream.
Uses a SurfaceTexture feeding into a OpenGL ES2 GLSurfaceView. Also uses accelerometer data and SurfaceTexture-provided timestamps for a simple physics simulation which moves the camera preview oval in response to device movement. Change-Id: I275a0c6a4e25829d617e635b25e70e2a9c8455cb
This commit is contained in:
parent
71ab200776
commit
55c617aa2d
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LOCAL_PATH:= $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE_TAGS := optional
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# Only compile source java files in this apk.
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LOCAL_SRC_FILES := $(call all-java-files-under, src)
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LOCAL_PACKAGE_NAME := GL2CameraEye
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LOCAL_SDK_VERSION := current
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include $(BUILD_PACKAGE)
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# Use the following include to make our test apk.
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include $(call all-makefiles-under,$(LOCAL_PATH))
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2011 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<!-- Declare the contents of this Android application. The namespace
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attribute brings in the Android platform namespace, and the package
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supplies a unique name for the application. When writing your
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own application, the package name must be changed from "com.example.*"
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to come from a domain that you own or have control over. -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.android.gl2cameraeye">
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<uses-permission android:name="android.permission.CAMERA" />
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<uses-feature android:name="android.hardware.camera" />
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<uses-feature android:name="android.hardware.camera.autofocus" />
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<uses-feature android:glEsVersion="0x00020000" />
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<application android:label="@string/gl2cameraeye_name">
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<activity android:name="GL2CameraEye">
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<intent-filter>
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<action android:name="android.intent.action.MAIN"/>
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<category android:name="android.intent.category.LAUNCHER"/>
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</intent-filter>
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</activity>
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</application>
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</manifest>
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2007 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<resources>
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<string name="gl2cameraeye_name">GL2CameraEye</string>
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</resources>
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.gl2cameraeye;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.app.Activity;
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import android.content.pm.ActivityInfo;
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import android.os.Bundle;
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import android.view.MotionEvent;
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import android.content.Context;
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import android.util.Log;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLUtils;
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import android.opengl.Matrix;
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import android.graphics.SurfaceTexture;
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import android.hardware.Camera;
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import android.hardware.SensorManager;
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import android.hardware.SensorEvent;
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import android.hardware.SensorEventListener;
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import android.hardware.Sensor;
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public class GL2CameraEye extends Activity {
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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mGLView = new CamGLSurfaceView(this);
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setContentView(mGLView);
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setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
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}
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@Override
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protected void onPause() {
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super.onPause();
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mGLView.onPause();
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}
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@Override
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protected void onResume() {
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super.onResume();
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mGLView.onResume();
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}
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private GLSurfaceView mGLView;
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}
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class CamGLSurfaceView extends GLSurfaceView implements SensorEventListener {
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public CamGLSurfaceView(Context context) {
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super(context);
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setEGLContextClientVersion(2);
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mRenderer = new CamRenderer(context);
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setRenderer(mRenderer);
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mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
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mAcceleration = mSensorManager.getDefaultSensor(Sensor.TYPE_LINEAR_ACCELERATION);
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}
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public boolean onTouchEvent(final MotionEvent event) {
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queueEvent(new Runnable(){
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public void run() {
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mRenderer.setPosition(event.getX() / getWidth(),
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event.getY() / getHeight());
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}});
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return true;
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}
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@Override
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public void onPause() {
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super.onPause();
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mCamera.stopPreview();
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mCamera.release();
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mSensorManager.unregisterListener(this);
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}
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@Override
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public void onResume() {
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mCamera = Camera.open();
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Camera.Parameters p = mCamera.getParameters();
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// No changes to default camera parameters
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mCamera.setParameters(p);
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queueEvent(new Runnable(){
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public void run() {
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mRenderer.setCamera(mCamera);
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}});
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mSensorManager.registerListener(this, mAcceleration, SensorManager.SENSOR_DELAY_GAME);
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super.onResume();
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}
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public void onSensorChanged(SensorEvent event) {
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if (event.sensor.getType() == Sensor.TYPE_LINEAR_ACCELERATION) {
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final float[] accelerationVector = event.values;
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queueEvent(new Runnable(){
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public void run() {
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mRenderer.setAcceleration(accelerationVector);
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}});
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}
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}
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public void onAccuracyChanged(Sensor sensor, int accuracy) {
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// Ignoring sensor accuracy changes.
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}
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CamRenderer mRenderer;
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Camera mCamera;
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SensorManager mSensorManager;
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Sensor mAcceleration;
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}
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class CamRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
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public CamRenderer(Context context) {
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mContext = context;
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mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
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* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mTriangleVertices.put(mTriangleVerticesData).position(0);
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Matrix.setIdentityM(mSTMatrix, 0);
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Matrix.setIdentityM(mMMatrix, 0);
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float[] defaultAcceleration = {0.f,0.f,0.f};
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setAcceleration(defaultAcceleration);
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mPos[0] = 0.f;
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mPos[1] = 0.f;
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mPos[2] = 0.f;
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mVel[0] = 0.f;
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mVel[1] = 0.f;
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mVel[2] = 0.f;
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}
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/* The following set methods are not synchronized, so should only
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* be called within the rendering thread context. Use GLSurfaceView.queueEvent for safe access.
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*/
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public void setPosition(float x, float y) {
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/* Map from screen (0,0)-(1,1) to scene coordinates */
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mPos[0] = (x*2-1)*mRatio;
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mPos[1] = (-y)*2+1;
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mPos[2] = 0.f;
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mVel[0] = 0;
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mVel[1] = 0;
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mVel[2] = 0;
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}
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public void setCamera(Camera camera) {
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mCamera = camera;
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Camera.Size previewSize = camera.getParameters().getPreviewSize();
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mCameraRatio = (float)previewSize.width/previewSize.height;
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}
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public void setAcceleration(float[] accelerationVector) {
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mGForce[0] = accelerationVector[0];
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mGForce[1] = accelerationVector[1];
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mGForce[2] = accelerationVector[2];
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}
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public void onDrawFrame(GL10 glUnused) {
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synchronized(this) {
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if (updateSurface) {
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mSurface.updateTexImage();
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mSurface.getTransformMatrix(mSTMatrix);
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long timestamp = mSurface.getTimestamp();
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doPhysics(timestamp);
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updateSurface = false;
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}
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}
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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GLES20.glUseProgram(mProgram);
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checkGlError("glUseProgram");
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
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mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
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GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
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TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
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checkGlError("glVertexAttribPointer maPosition");
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GLES20.glEnableVertexAttribArray(maPositionHandle);
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checkGlError("glEnableVertexAttribArray maPositionHandle");
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mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
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GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
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TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
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checkGlError("glVertexAttribPointer maTextureHandle");
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GLES20.glEnableVertexAttribArray(maTextureHandle);
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checkGlError("glEnableVertexAttribArray maTextureHandle");
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Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
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GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
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GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
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GLES20.glUniform1f(muCRatioHandle, mCameraRatio);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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checkGlError("glDrawArrays");
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}
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public void onSurfaceChanged(GL10 glUnused, int width, int height) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glViewport(0, 0, width, height);
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mRatio = (float) width / height;
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Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
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}
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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/* Set up alpha blending and an Android background color */
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
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/* Set up shaders and handles to their variables */
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mProgram = createProgram(mVertexShader, mFragmentShader);
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if (mProgram == 0) {
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return;
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}
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maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
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checkGlError("glGetAttribLocation aPosition");
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if (maPositionHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aPosition");
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}
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maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
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checkGlError("glGetAttribLocation aTextureCoord");
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if (maTextureHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aTextureCoord");
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}
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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checkGlError("glGetUniformLocation uMVPMatrix");
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if (muMVPMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uMVPMatrix");
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}
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muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
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checkGlError("glGetUniformLocation uSTMatrix");
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if (muMVPMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uSTMatrix");
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}
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muCRatioHandle = GLES20.glGetUniformLocation(mProgram, "uCRatio");
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checkGlError("glGetUniformLocation uCRatio");
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if (muMVPMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uCRatio");
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}
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/*
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* Create our texture. This has to be done each time the
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* surface is created.
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*/
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int[] textures = new int[1];
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GLES20.glGenTextures(1, textures, 0);
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mTextureID = textures[0];
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GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
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checkGlError("glBindTexture mTextureID");
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// Can't do mipmapping with camera source
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GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
|
||||||
|
// Clamp to edge is the only option
|
||||||
|
GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
|
||||||
|
GLES20.GL_CLAMP_TO_EDGE);
|
||||||
|
GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
|
||||||
|
GLES20.GL_CLAMP_TO_EDGE);
|
||||||
|
checkGlError("glTexParameteri mTextureID");
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Create the SurfaceTexture that will feed this textureID, and pass it to the camera
|
||||||
|
*/
|
||||||
|
|
||||||
|
mSurface = new SurfaceTexture(mTextureID);
|
||||||
|
mSurface.setOnFrameAvailableListener(this);
|
||||||
|
try {
|
||||||
|
mCamera.setPreviewTexture(mSurface);
|
||||||
|
} catch (IOException t) {
|
||||||
|
Log.e(TAG, "Cannot set preview texture target!");
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Start the camera */
|
||||||
|
mCamera.startPreview();
|
||||||
|
|
||||||
|
Matrix.setLookAtM(mVMatrix, 0, 0, 0, 5f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
mLastTime = 0;
|
||||||
|
|
||||||
|
synchronized(this) {
|
||||||
|
updateSurface = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
synchronized public void onFrameAvailable(SurfaceTexture surface) {
|
||||||
|
/* For simplicity, SurfaceTexture calls here when it has new
|
||||||
|
* data available. Call may come in from some random thread,
|
||||||
|
* so let's be safe and use synchronize. No OpenGL calls can be done here.
|
||||||
|
*/
|
||||||
|
updateSurface = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void doPhysics(long timestamp) {
|
||||||
|
/*
|
||||||
|
* Move the camera surface around based on some simple spring physics with drag
|
||||||
|
*/
|
||||||
|
|
||||||
|
if (mLastTime == 0)
|
||||||
|
mLastTime = timestamp;
|
||||||
|
|
||||||
|
float deltaT = (timestamp - mLastTime)/1000000000.f; // To seconds
|
||||||
|
|
||||||
|
float springStrength = 20.f;
|
||||||
|
float frictionCoeff = 10.f;
|
||||||
|
float mass = 10.f;
|
||||||
|
float gMultiplier = 4.f;
|
||||||
|
/* Only update physics every 30 ms */
|
||||||
|
if (deltaT > 0.030f) {
|
||||||
|
mLastTime = timestamp;
|
||||||
|
|
||||||
|
float[] totalForce = new float[3];
|
||||||
|
totalForce[0] = -mPos[0] * springStrength - mVel[0]*frictionCoeff + gMultiplier*mGForce[0]*mass;
|
||||||
|
totalForce[1] = -mPos[1] * springStrength - mVel[1]*frictionCoeff + gMultiplier*mGForce[1]*mass;
|
||||||
|
totalForce[2] = -mPos[2] * springStrength - mVel[2]*frictionCoeff + gMultiplier*mGForce[2]*mass;
|
||||||
|
|
||||||
|
float[] accel = new float[3];
|
||||||
|
accel[0] = totalForce[0]/mass;
|
||||||
|
accel[1] = totalForce[1]/mass;
|
||||||
|
accel[2] = totalForce[2]/mass;
|
||||||
|
|
||||||
|
/* Not a very accurate integrator */
|
||||||
|
mVel[0] = mVel[0] + accel[0]*deltaT;
|
||||||
|
mVel[1] = mVel[1] + accel[1]*deltaT;
|
||||||
|
mVel[2] = mVel[2] + accel[2]*deltaT;
|
||||||
|
|
||||||
|
mPos[0] = mPos[0] + mVel[0]*deltaT;
|
||||||
|
mPos[1] = mPos[1] + mVel[1]*deltaT;
|
||||||
|
mPos[2] = mPos[2] + mVel[2]*deltaT;
|
||||||
|
|
||||||
|
Matrix.setIdentityM(mMMatrix, 0);
|
||||||
|
Matrix.translateM(mMMatrix, 0, mPos[0], mPos[1], mPos[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
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, -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" +
|
||||||
|
"uniform float uCRatio;\n" +
|
||||||
|
"attribute vec4 aPosition;\n" +
|
||||||
|
"attribute vec4 aTextureCoord;\n" +
|
||||||
|
"varying vec2 vTextureCoord;\n" +
|
||||||
|
"varying vec2 vTextureNormCoord;\n" +
|
||||||
|
"void main() {\n" +
|
||||||
|
" vec4 scaledPos = aPosition;\n" +
|
||||||
|
" scaledPos.x = scaledPos.x * uCRatio;\n" +
|
||||||
|
" gl_Position = uMVPMatrix * scaledPos;\n" +
|
||||||
|
" vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
|
||||||
|
" vTextureNormCoord = aTextureCoord.xy;\n" +
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
private final String mFragmentShader =
|
||||||
|
"#extension GL_OES_EGL_image_external : require\n" +
|
||||||
|
"precision mediump float;\n" +
|
||||||
|
"varying vec2 vTextureCoord;\n" +
|
||||||
|
"varying vec2 vTextureNormCoord;\n" +
|
||||||
|
"uniform samplerExternalOES sTexture;\n" +
|
||||||
|
"void main() {\n" +
|
||||||
|
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
|
||||||
|
" gl_FragColor.a = 1.0-min(length(vTextureNormCoord-0.5)*2.0,1.0);\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 float[] mSTMatrix = new float[16];
|
||||||
|
|
||||||
|
private int mProgram;
|
||||||
|
private int mTextureID;
|
||||||
|
private int muMVPMatrixHandle;
|
||||||
|
private int muSTMatrixHandle;
|
||||||
|
private int muCRatioHandle;
|
||||||
|
private int maPositionHandle;
|
||||||
|
private int maTextureHandle;
|
||||||
|
|
||||||
|
private float mRatio = 1.0f;
|
||||||
|
private float mCameraRatio = 1.0f;
|
||||||
|
private float[] mVel = new float[3];
|
||||||
|
private float[] mPos = new float[3];
|
||||||
|
private float[] mGForce = new float[3];
|
||||||
|
|
||||||
|
private long mLastTime;
|
||||||
|
|
||||||
|
private SurfaceTexture mSurface;
|
||||||
|
private Camera mCamera;
|
||||||
|
private boolean updateSurface = false;
|
||||||
|
|
||||||
|
private Context mContext;
|
||||||
|
private static String TAG = "CamRenderer";
|
||||||
|
|
||||||
|
// Magic key
|
||||||
|
private static int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
|
||||||
|
}
|
Loading…
Reference in New Issue