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/*
* 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;
}