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我正在测试 OpenTok 以在我们正在构建的 VR 应用程序中使用。使用 opentok android SDK 示例作为起点,我修改了 CustomVideoRenderer 类以支持 CardboardView 和相应的 StereoRenderer 接口,而不是 GLSurfaceView 及其 Render 接口。CardboardView 和 GLSurfaceView 之间的切换几乎是微不足道的,并且在其他情况下工作正常(例如在其他不使用 opentok 的应用程序中)。在这种情况下,它根本不起作用,只有在对着色器和纹理设置属性进行一些修补之后,我才能真正让任何东西出现在屏幕上!然而,令我失望的是,我对渲染器代码(粘贴在下面)的尝试导致了一个奇怪的中途 VR 视图。立体视图在每只眼睛上都以所需的失真进行渲染,但是基础帧图像不会为每只眼睛重复 - 而是全屏单个图像是在眼睛入口位于顶部的情况下渲染的!帧也以灰度渲染!如果有人让它正常工作,我将非常感谢一些帮助:)

这是代码:

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import java.nio.ShortBuffer;
import java.util.concurrent.locks.ReentrantLock;

import javax.microedition.khronos.egl.EGLConfig;

import android.content.Context;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.util.Log;
import android.view.View;

import com.google.vrtoolkit.cardboard.CardboardView;
import com.google.vrtoolkit.cardboard.EyeTransform;
import com.google.vrtoolkit.cardboard.HeadTransform;
import com.google.vrtoolkit.cardboard.Viewport;
import com.opentok.android.BaseVideoRenderer;

public class CustomVideoStereoRendererWorking extends BaseVideoRenderer {

    Context mContext;

    CardboardView mView;

    MyRenderer mRenderer;

    static class MyRenderer implements CardboardView.StereoRenderer {

        int mTextureIds[] = new int[3];
        float[] mScaleMatrix = new float[16];

        private FloatBuffer mVertexBuffer;
        private FloatBuffer mTextureBuffer;
        private ShortBuffer mDrawListBuffer;

        boolean mVideoFitEnabled = true;
        boolean mVideoDisabled = false;

        // number of coordinates per vertex in this array
        static final int COORDS_PER_VERTEX = 3;
        static final int TEXTURECOORDS_PER_VERTEX = 2;

        static float mXYZCoords[] = { -1.0f, 1.0f, 0.0f, // top left
                -1.0f, -1.0f, 0.0f, // bottom left
                1.0f, -1.0f, 0.0f, // bottom right
                1.0f, 1.0f, 0.0f // top right
        };

        static float mUVCoords[] = { 0, 0, // top left
                0, 1, // bottom left
                1, 1, // bottom right
                1, 0 }; // top right

        private short mVertexIndex[] = { 0, 1, 2, 0, 2, 3 }; // order to draw
                                                                // vertices

        private final String vertexShaderCode = 
                "uniform mat4 uMVPMatrix;" + 
                //"attribute vec4 aPosition;\n" +
                "attribute vec2 aPosition;\n" +
                "attribute vec2 aTextureCoord;\n" + 
                "varying vec2 vTextureCoord;\n" + 
                "void main() {\n" +
                //"  gl_Position = uMVPMatrix * aPosition;\n" + 
                "  gl_Position = vec4 ( aPosition.x, aPosition.y, 0.0, 1.0 );\n" + //from working renderer
                "  vTextureCoord = aTextureCoord;\n" + 
                "}\n";

        /*"attribute vec2 vPosition;\n" + 
         * "attribute vec2 vTexCoord;\n" +
         * "varying vec2 texCoord;\n" + 
         * "void main() {\n" + 
         * "  texCoord = vTexCoord;\n" +
         * "  gl_Position = vec4 ( vPosition.x, vPosition.y, 0.0, 1.0 );\n" + 
         * "}";*/


        private final String fragmentShaderCode = 
                "precision mediump float;\n" + 
                "uniform sampler2D Ytex;\n" + 
                "uniform sampler2D Utex,Vtex;\n" + 
                "varying vec2 vTextureCoord;\n" + 
                "void main(void) {\n" +
                "  float nx,ny,r,g,b,y,u,v;\n" + 
                "  mediump vec4 txl,ux,vx;" + 
                "  nx=vTextureCoord[0];\n" + 
                "  ny=vTextureCoord[1];\n" +
                "  y=texture2D(Ytex,vec2(nx,ny)).r;\n" + 
                "  u=texture2D(Utex,vec2(nx,ny)).r;\n" + 
                "  v=texture2D(Vtex,vec2(nx,ny)).r;\n" +
                //"  y=1.0-1.1643*(y-0.0625);\n" + // Invert effect
                //"  y=1.1643*(y-0.0625);\n" + // Normal renderer
                "  u=u-0.5;\n" + 
                "  v=v-0.5;\n" + 
                "  r=y+1.5958*v;\n" + 
                "  g=y-0.39173*u-0.81290*v;\n" + 
                "  b=y+2.017*u;\n" + 
                "  gl_FragColor=vec4(r,g,b,1.0);\n" + 
                "}\n";

        /*
        private final String fragmentShaderCode = 
                "#extension GL_OES_EGL_image_external : require\n" +
                "precision mediump float;\n" + 
                "uniform samplerExternalOES Ytex;\n" + 
                "uniform samplerExternalOES Utex,Vtex;\n" + 
                "varying vec2 vTextureCoord;\n" + 
                "void main(void) {\n" +
                "  float nx,ny,r,g,b,y,u,v;\n" + 
                "  mediump vec4 txl,ux,vx;" + 
                "  nx=vTextureCoord[0];\n" + 
                "  ny=vTextureCoord[1];\n" +
                "  y=texture2D(Ytex,vec2(nx,ny)).r;\n" + 
                "  u=texture2D(Utex,vec2(nx,ny)).r;\n" + 
                "  v=texture2D(Vtex,vec2(nx,ny)).r;\n" +
                //"  y=1.0-1.1643*(y-0.0625);\n" + // Invert effect
                //"  y=1.1643*(y-0.0625);\n" + // Normal renderer
                "  u=u-0.5;\n" + 
                "  v=v-0.5;\n" + 
                "  r=y+1.5958*v;\n" + 
                "  g=y-0.39173*u-0.81290*v;\n" + 
                "  b=y+2.017*u;\n" + 
                "  gl_FragColor=vec4(r,g,b,1.0);\n" + 
                "}\n";
        */

        /*"#extension GL_OES_EGL_image_external : require\n" +
        "precision mediump float;\n" + 
        "uniform samplerExternalOES sTexture;\n" +
        "varying vec2 texCoord;\n" + 
        "void main() {\n" +
        "  gl_FragColor = texture2D(sTexture,texCoord);\n" + 
        "}"*/


        ReentrantLock mFrameLock = new ReentrantLock();
        Frame mCurrentFrame;

        private int mProgram;
        private int mTextureWidth;
        private int mTextureHeight;
        private int mViewportWidth;
        private int mViewportHeight;

        public MyRenderer() {
            ByteBuffer bb = ByteBuffer.allocateDirect(mXYZCoords.length * 4);
            bb.order(ByteOrder.nativeOrder());
            mVertexBuffer = bb.asFloatBuffer();
            mVertexBuffer.put(mXYZCoords);
            mVertexBuffer.position(0);

            ByteBuffer tb = ByteBuffer.allocateDirect(mUVCoords.length * 4);
            tb.order(ByteOrder.nativeOrder());
            mTextureBuffer = tb.asFloatBuffer();
            mTextureBuffer.put(mUVCoords);
            mTextureBuffer.position(0);

            ByteBuffer dlb = ByteBuffer.allocateDirect(mVertexIndex.length * 2);
            dlb.order(ByteOrder.nativeOrder());
            mDrawListBuffer = dlb.asShortBuffer();
            mDrawListBuffer.put(mVertexIndex);
            mDrawListBuffer.position(0);
        }

        public void onSurfaceCreated(EGLConfig config) {
            GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
            int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

            mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES
                                                    // Program
            GLES20.glAttachShader(mProgram, vertexShader); // add the vertex
                                                            // shader to program
            GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment
                                                                // shader to
                                                                // program
            GLES20.glLinkProgram(mProgram);

            int positionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
            int textureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");

            GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, COORDS_PER_VERTEX * 4, mVertexBuffer);

            GLES20.glEnableVertexAttribArray(positionHandle);

            GLES20.glVertexAttribPointer(textureHandle, TEXTURECOORDS_PER_VERTEX, GLES20.GL_FLOAT, false, TEXTURECOORDS_PER_VERTEX * 4,
                    mTextureBuffer);

            GLES20.glEnableVertexAttribArray(textureHandle);

            GLES20.glUseProgram(mProgram);
            int i = GLES20.glGetUniformLocation(mProgram, "Ytex");
            GLES20.glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */

            i = GLES20.glGetUniformLocation(mProgram, "Utex");
            GLES20.glUniform1i(i, 1); /* Bind Utex to texture unit 1 */

            i = GLES20.glGetUniformLocation(mProgram, "Vtex");
            GLES20.glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */

            mTextureWidth = 0;
            mTextureHeight = 0;
        }

        static void initializeTexture(int name, int id, int width, int height) {
            GLES20.glActiveTexture(name);
            GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, id);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width, height, 0, GLES20.GL_LUMINANCE,
                    GLES20.GL_UNSIGNED_BYTE, null);
        }

        void setupTextures(Frame frame) {
            if (mTextureIds[0] != 0) {
                GLES20.glDeleteTextures(3, mTextureIds, 0);
            }
            GLES20.glGenTextures(3, mTextureIds, 0);

            int w = frame.getWidth();
            int h = frame.getHeight();
            int hw = (w + 1) >> 1;
            int hh = (h + 1) >> 1;

            initializeTexture(GLES20.GL_TEXTURE0, mTextureIds[0], w, h);
            initializeTexture(GLES20.GL_TEXTURE1, mTextureIds[1], hw, hh);
            initializeTexture(GLES20.GL_TEXTURE2, mTextureIds[2], hw, hh);

            mTextureWidth = frame.getWidth();
            mTextureHeight = frame.getHeight();
        }

        void updateTextures(Frame frame) {
            int width = frame.getWidth();
            int height = frame.getHeight();
            int half_width = (width + 1) >> 1;
            int half_height = (height + 1) >> 1;
            int y_size = width * height;
            int uv_size = half_width * half_height;

            ByteBuffer bb = frame.getBuffer();
            // If we are reusing this frame, make sure we reset position and
            // limit
            bb.clear();

            if (bb.remaining() == y_size + uv_size * 2) {
                bb.position(0);

                GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
                GLES20.glPixelStorei(GLES20.GL_PACK_ALIGNMENT, 1);

                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[0]);
                GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, width, height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);

                bb.position(y_size);
                GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[1]);
                GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE,
                        GLES20.GL_UNSIGNED_BYTE, bb);

                bb.position(y_size + uv_size);
                GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[2]);
                GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE,
                        GLES20.GL_UNSIGNED_BYTE, bb);
            } else {
                mTextureWidth = 0;
                mTextureHeight = 0;
            }

        }

        public void onSurfaceChanged(int width, int height) {
            GLES20.glViewport(0, 0, width, height);
            mViewportWidth = width;
            mViewportHeight = height;
        }

        public void onDrawEye(EyeTransform arg0) {
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

            mFrameLock.lock();
            if (mCurrentFrame != null && !mVideoDisabled) {
                GLES20.glUseProgram(mProgram);

                if (mTextureWidth != mCurrentFrame.getWidth() || mTextureHeight != mCurrentFrame.getHeight()) {
                    setupTextures(mCurrentFrame);
                }
                updateTextures(mCurrentFrame);

                Matrix.setIdentityM(mScaleMatrix, 0);
                float scaleX = 1.0f, scaleY = 1.0f;
                float ratio = (float) mCurrentFrame.getWidth() / mCurrentFrame.getHeight();
                float vratio = (float) mViewportWidth / mViewportHeight;

                if (mVideoFitEnabled) {
                    if (ratio > vratio) {
                        scaleY = vratio / ratio;
                    } else {
                        scaleX = ratio / vratio;
                    }
                } else {
                    if (ratio < vratio) {
                        scaleY = vratio / ratio;
                    } else {
                        scaleX = ratio / vratio;
                    }
                }

                Matrix.scaleM(mScaleMatrix, 0, scaleX * (mCurrentFrame.isMirroredX() ? -1.0f : 1.0f), scaleY, 1);

                int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
                GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mScaleMatrix, 0);

                GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer);
            }
            mFrameLock.unlock();

        }

        public void displayFrame(Frame frame) {
            mFrameLock.lock();
            if (this.mCurrentFrame != null) {
                this.mCurrentFrame.recycle();
            }
            this.mCurrentFrame = frame;
            mFrameLock.unlock();
        }

        public static int loadShader(int type, String shaderCode) {
            int shader = GLES20.glCreateShader(type);

            GLES20.glShaderSource(shader, shaderCode);
            GLES20.glCompileShader(shader);

            int[] compiled = new int[1];
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0) {
                Log.e("Shader", "Could not compile vshader");
                Log.v("Shader", "Could not compile vshader:" + GLES20.glGetShaderInfoLog(shader));
                GLES20.glDeleteShader(shader);
                shader = 0;
            }

            return shader;
        }

        public void disableVideo(boolean b) {
            mFrameLock.lock();

            mVideoDisabled = b;

            if (mVideoDisabled) {
                if (this.mCurrentFrame != null) {
                    this.mCurrentFrame.recycle();
                }
                this.mCurrentFrame = null;
            }

            mFrameLock.unlock();
        }

        public void enableVideoFit(boolean enableVideoFit) {
            mVideoFitEnabled = enableVideoFit;
        }

        public void onFinishFrame(Viewport arg0) {
            // TODO Auto-generated method stub

        }

        public void onNewFrame(HeadTransform arg0) {
            // TODO Auto-generated method stub

        }

        public void onRendererShutdown() {
            // TODO Auto-generated method stub

        }

    };

    public CustomVideoStereoRendererWorking(Context context) {
        this.mContext = context;

        mView = new CardboardView(context);
        mView.setEGLContextClientVersion(2);
        mView.setVRModeEnabled(true);

        mRenderer = new MyRenderer();
        mView.setRenderer(mRenderer);

        mView.setRenderMode(CardboardView.RENDERMODE_WHEN_DIRTY);
    }

    @Override
    public void onFrame(Frame frame) {
        mRenderer.displayFrame(frame);
        mView.requestRender();
    }

    @Override
    public void setStyle(String key, String value) {
        if (BaseVideoRenderer.STYLE_VIDEO_SCALE.equals(key)) {
            if (BaseVideoRenderer.STYLE_VIDEO_FIT.equals(value)) {
                mRenderer.enableVideoFit(true);
            } else if (BaseVideoRenderer.STYLE_VIDEO_FILL.equals(value)) {
                mRenderer.enableVideoFit(false);
            }
        }
    }

    @Override
    public void onVideoPropertiesChanged(boolean videoEnabled) {
        mRenderer.disableVideo(!videoEnabled);
    }

    @Override
    public View getView() {
        return mView;
    }

    @Override
    public void onPause() {
        mView.onPause();
    }

    @Override
    public void onResume() {
        mView.onResume();
    }

}
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