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authorEino-Ville Talvala <etalvala@google.com>2011-03-04 11:28:28 -0800
committerEino-Ville Talvala <etalvala@google.com>2011-03-28 15:27:19 -0700
commit55c617aa2d49e3403f8700b173dc9220654deb74 (patch)
treee720ceff88027de0e7ccc7c11400adf0d5652094 /opengl/tests
parent71ab200776b8bce064febbc263ac1c0c55320fa8 (diff)
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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
Diffstat (limited to 'opengl/tests')
-rw-r--r--opengl/tests/gl2_cameraeye/Android.mk16
-rw-r--r--opengl/tests/gl2_cameraeye/AndroidManifest.xml36
-rw-r--r--opengl/tests/gl2_cameraeye/res/values/strings.xml21
-rw-r--r--opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java508
4 files changed, 581 insertions, 0 deletions
diff --git a/opengl/tests/gl2_cameraeye/Android.mk b/opengl/tests/gl2_cameraeye/Android.mk
new file mode 100644
index 0000000..4a43a9e
--- /dev/null
+++ b/opengl/tests/gl2_cameraeye/Android.mk
@@ -0,0 +1,16 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_MODULE_TAGS := optional
+
+# Only compile source java files in this apk.
+LOCAL_SRC_FILES := $(call all-java-files-under, src)
+
+LOCAL_PACKAGE_NAME := GL2CameraEye
+
+LOCAL_SDK_VERSION := current
+
+include $(BUILD_PACKAGE)
+
+# Use the following include to make our test apk.
+include $(call all-makefiles-under,$(LOCAL_PATH))
diff --git a/opengl/tests/gl2_cameraeye/AndroidManifest.xml b/opengl/tests/gl2_cameraeye/AndroidManifest.xml
new file mode 100644
index 0000000..c53f7be
--- /dev/null
+++ b/opengl/tests/gl2_cameraeye/AndroidManifest.xml
@@ -0,0 +1,36 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2011 The Android Open Source Project
+
+ 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.
+-->
+
+<!-- Declare the contents of this Android application. The namespace
+ attribute brings in the Android platform namespace, and the package
+ supplies a unique name for the application. When writing your
+ own application, the package name must be changed from "com.example.*"
+ to come from a domain that you own or have control over. -->
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+ package="com.android.gl2cameraeye">
+ <uses-permission android:name="android.permission.CAMERA" />
+ <uses-feature android:name="android.hardware.camera" />
+ <uses-feature android:name="android.hardware.camera.autofocus" />
+ <uses-feature android:glEsVersion="0x00020000" />
+ <application android:label="@string/gl2cameraeye_name">
+ <activity android:name="GL2CameraEye">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="android.intent.category.LAUNCHER"/>
+ </intent-filter>
+ </activity>
+ </application>
+</manifest>
diff --git a/opengl/tests/gl2_cameraeye/res/values/strings.xml b/opengl/tests/gl2_cameraeye/res/values/strings.xml
new file mode 100644
index 0000000..386b930
--- /dev/null
+++ b/opengl/tests/gl2_cameraeye/res/values/strings.xml
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2007 The Android Open Source Project
+
+ 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.
+-->
+
+<resources>
+
+ <string name="gl2cameraeye_name">GL2CameraEye</string>
+
+</resources>
diff --git a/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java b/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java
new file mode 100644
index 0000000..561e4c5
--- /dev/null
+++ b/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java
@@ -0,0 +1,508 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * 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 com.android.gl2cameraeye;
+
+import java.io.IOException;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.app.Activity;
+import android.content.pm.ActivityInfo;
+import android.os.Bundle;
+import android.view.MotionEvent;
+import android.content.Context;
+import android.util.Log;
+
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLUtils;
+import android.opengl.Matrix;
+
+import android.graphics.SurfaceTexture;
+
+import android.hardware.Camera;
+import android.hardware.SensorManager;
+import android.hardware.SensorEvent;
+import android.hardware.SensorEventListener;
+import android.hardware.Sensor;
+
+public class GL2CameraEye extends Activity {
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mGLView = new CamGLSurfaceView(this);
+ setContentView(mGLView);
+ setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ mGLView.onPause();
+ }
+
+ @Override
+ protected void onResume() {
+ super.onResume();
+ mGLView.onResume();
+ }
+
+ private GLSurfaceView mGLView;
+}
+
+class CamGLSurfaceView extends GLSurfaceView implements SensorEventListener {
+ public CamGLSurfaceView(Context context) {
+ super(context);
+ setEGLContextClientVersion(2);
+ mRenderer = new CamRenderer(context);
+ setRenderer(mRenderer);
+
+ mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
+ mAcceleration = mSensorManager.getDefaultSensor(Sensor.TYPE_LINEAR_ACCELERATION);
+ }
+
+ public boolean onTouchEvent(final MotionEvent event) {
+ queueEvent(new Runnable(){
+ public void run() {
+ mRenderer.setPosition(event.getX() / getWidth(),
+ event.getY() / getHeight());
+ }});
+ return true;
+ }
+
+ @Override
+ public void onPause() {
+ super.onPause();
+ mCamera.stopPreview();
+ mCamera.release();
+
+ mSensorManager.unregisterListener(this);
+ }
+
+ @Override
+ public void onResume() {
+ mCamera = Camera.open();
+ Camera.Parameters p = mCamera.getParameters();
+ // No changes to default camera parameters
+ mCamera.setParameters(p);
+
+ queueEvent(new Runnable(){
+ public void run() {
+ mRenderer.setCamera(mCamera);
+ }});
+
+ mSensorManager.registerListener(this, mAcceleration, SensorManager.SENSOR_DELAY_GAME);
+ super.onResume();
+ }
+
+ public void onSensorChanged(SensorEvent event) {
+ if (event.sensor.getType() == Sensor.TYPE_LINEAR_ACCELERATION) {
+ final float[] accelerationVector = event.values;
+ queueEvent(new Runnable(){
+ public void run() {
+ mRenderer.setAcceleration(accelerationVector);
+ }});
+ }
+ }
+
+ public void onAccuracyChanged(Sensor sensor, int accuracy) {
+ // Ignoring sensor accuracy changes.
+ }
+
+ CamRenderer mRenderer;
+ Camera mCamera;
+
+ SensorManager mSensorManager;
+ Sensor mAcceleration;
+}
+
+class CamRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
+
+ public CamRenderer(Context context) {
+ mContext = context;
+
+ mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
+ * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
+ mTriangleVertices.put(mTriangleVerticesData).position(0);
+
+ Matrix.setIdentityM(mSTMatrix, 0);
+ Matrix.setIdentityM(mMMatrix, 0);
+
+ float[] defaultAcceleration = {0.f,0.f,0.f};
+ setAcceleration(defaultAcceleration);
+ mPos[0] = 0.f;
+ mPos[1] = 0.f;
+ mPos[2] = 0.f;
+ mVel[0] = 0.f;
+ mVel[1] = 0.f;
+ mVel[2] = 0.f;
+
+ }
+
+ /* The following set methods are not synchronized, so should only
+ * be called within the rendering thread context. Use GLSurfaceView.queueEvent for safe access.
+ */
+ public void setPosition(float x, float y) {
+ /* Map from screen (0,0)-(1,1) to scene coordinates */
+ mPos[0] = (x*2-1)*mRatio;
+ mPos[1] = (-y)*2+1;
+ mPos[2] = 0.f;
+ mVel[0] = 0;
+ mVel[1] = 0;
+ mVel[2] = 0;
+ }
+
+ public void setCamera(Camera camera) {
+ mCamera = camera;
+ Camera.Size previewSize = camera.getParameters().getPreviewSize();
+ mCameraRatio = (float)previewSize.width/previewSize.height;
+ }
+
+ public void setAcceleration(float[] accelerationVector) {
+ mGForce[0] = accelerationVector[0];
+ mGForce[1] = accelerationVector[1];
+ mGForce[2] = accelerationVector[2];
+ }
+
+ public void onDrawFrame(GL10 glUnused) {
+ synchronized(this) {
+ if (updateSurface) {
+ mSurface.updateTexImage();
+
+ mSurface.getTransformMatrix(mSTMatrix);
+ long timestamp = mSurface.getTimestamp();
+ doPhysics(timestamp);
+
+ updateSurface = false;
+ }
+ }
+
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
+ GLES20.glUseProgram(mProgram);
+ checkGlError("glUseProgram");
+
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(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, 3, GLES20.GL_FLOAT, false,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+ checkGlError("glVertexAttribPointer maTextureHandle");
+ GLES20.glEnableVertexAttribArray(maTextureHandle);
+ checkGlError("glEnableVertexAttribArray maTextureHandle");
+
+ Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
+ Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
+
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+ GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
+ GLES20.glUniform1f(muCRatioHandle, mCameraRatio);
+
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ checkGlError("glDrawArrays");
+ }
+
+ public void onSurfaceChanged(GL10 glUnused, int width, int height) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glViewport(0, 0, width, height);
+ mRatio = (float) width / height;
+ Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
+ }
+
+ public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+
+ /* Set up alpha blending and an Android background color */
+ GLES20.glEnable(GLES20.GL_BLEND);
+ GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
+ GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
+
+ /* Set up shaders and handles to their variables */
+ mProgram = createProgram(mVertexShader, mFragmentShader);
+ if (mProgram == 0) {
+ return;
+ }
+ 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 (muMVPMatrixHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for uSTMatrix");
+ }
+
+ muCRatioHandle = GLES20.glGetUniformLocation(mProgram, "uCRatio");
+ checkGlError("glGetUniformLocation uCRatio");
+ if (muMVPMatrixHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for uCRatio");
+ }
+
+ /*
+ * Create our texture. This has to be done each time the
+ * surface is created.
+ */
+
+ int[] textures = new int[1];
+ GLES20.glGenTextures(1, textures, 0);
+
+ mTextureID = textures[0];
+ GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
+ checkGlError("glBindTexture mTextureID");
+
+ // Can't do mipmapping with camera source
+ GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
+ GLES20.GL_NEAREST);
+ GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
+ 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;
+}