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loewy/andr
| Author | SHA1 | Date | |
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| fde8a47a2d |
@@ -17,15 +17,18 @@
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namespace vision {
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std::unique_ptr<OpenGLRenderer> OpenGLRenderer::CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
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return std::unique_ptr<OpenGLRenderer>(new OpenGLRenderer(std::move(context), surface));
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std::unique_ptr<OpenGLRenderer> OpenGLRenderer::CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context,
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ANativeWindow* surface,
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int rotationDegrees) {
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return std::unique_ptr<OpenGLRenderer>(new OpenGLRenderer(std::move(context), surface, rotationDegrees));
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}
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OpenGLRenderer::OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
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OpenGLRenderer::OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface, int rotationDegrees) {
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_context = std::move(context);
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_outputSurface = surface;
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_width = ANativeWindow_getWidth(surface);
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_height = ANativeWindow_getHeight(surface);
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_rotationDegrees = rotationDegrees;
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}
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OpenGLRenderer::~OpenGLRenderer() {
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@@ -66,7 +69,7 @@ void OpenGLRenderer::renderTextureToSurface(const OpenGLTexture& texture, float*
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// 4. Draw it using the pass-through shader which also applies transforms
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_passThroughShader.draw(texture, transformMatrix);
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_passThroughShader.draw(texture, transformMatrix, _rotationDegrees);
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// 5. Swap buffers to pass it to the window surface
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eglSwapBuffers(_context->display, _surface);
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@@ -24,7 +24,7 @@ public:
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* Note: The `surface` is considered moved, and the OpenGL context will release it when it is
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* being deleted.
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*/
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static std::unique_ptr<OpenGLRenderer> CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface);
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static std::unique_ptr<OpenGLRenderer> CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface, int rotationDegrees);
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/**
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* Destroy the OpenGL Context. This needs to be called on the same thread that `use()` was called.
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*/
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@@ -43,10 +43,11 @@ public:
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void destroy();
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private:
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explicit OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface);
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explicit OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface, int rotationDegrees);
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private:
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int _width = 0, _height = 0;
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int _rotationDegrees = 0;
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std::shared_ptr<OpenGLContext> _context;
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ANativeWindow* _outputSurface;
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EGLSurface _surface = EGL_NO_SURFACE;
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@@ -7,11 +7,76 @@
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <cmath>
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#include <memory>
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#include <string>
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namespace vision {
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namespace {
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void setIdentity(float* matrix) {
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for (int i = 0; i < 16; i++) {
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matrix[i] = 0.0f;
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}
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matrix[0] = 1.0f;
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matrix[5] = 1.0f;
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matrix[10] = 1.0f;
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matrix[15] = 1.0f;
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}
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void multiply4x4(const float* left, const float* right, float* out) {
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for (int column = 0; column < 4; column++) {
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for (int row = 0; row < 4; row++) {
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float sum = 0.0f;
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for (int k = 0; k < 4; k++) {
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sum += left[k * 4 + row] * right[column * 4 + k];
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}
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out[column * 4 + row] = sum;
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}
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}
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}
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void makeTranslation(float tx, float ty, float* matrix) {
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setIdentity(matrix);
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matrix[12] = tx;
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matrix[13] = ty;
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}
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void makeRotation(float degrees, float* matrix) {
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setIdentity(matrix);
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const float radians = degrees * static_cast<float>(M_PI) / 180.0f;
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const float cosine = std::cos(radians);
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const float sine = std::sin(radians);
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matrix[0] = cosine;
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matrix[1] = sine;
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matrix[4] = -sine;
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matrix[5] = cosine;
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}
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void makeCenteredRotation(int rotationDegrees, float* matrix) {
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const int normalized = ((rotationDegrees % 360) + 360) % 360;
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if (normalized == 0) {
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setIdentity(matrix);
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return;
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}
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float translateToOrigin[16];
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float rotation[16];
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float translateBack[16];
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float temp[16];
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makeTranslation(-0.5f, -0.5f, translateToOrigin);
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makeRotation(static_cast<float>(normalized), rotation);
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makeTranslation(0.5f, 0.5f, translateBack);
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multiply4x4(rotation, translateToOrigin, temp);
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multiply4x4(translateBack, temp, matrix);
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}
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} // namespace
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PassThroughShader::~PassThroughShader() {
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if (_programId != NO_SHADER) {
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glDeleteProgram(_programId);
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@@ -24,7 +89,7 @@ PassThroughShader::~PassThroughShader() {
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}
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}
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void PassThroughShader::draw(const OpenGLTexture& texture, float* transformMatrix) {
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void PassThroughShader::draw(const OpenGLTexture& texture, float* transformMatrix, int rotationDegrees) {
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// 1. Set up Shader Program
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if (_programId == NO_SHADER) {
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_programId = createProgram();
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@@ -57,7 +122,12 @@ void PassThroughShader::draw(const OpenGLTexture& texture, float* transformMatri
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glVertexAttribPointer(_vertexParameters.aTexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
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glUniformMatrix4fv(_vertexParameters.uTransformMatrix, 1, GL_FALSE, transformMatrix);
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float outputRotationMatrix[16];
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float combinedTransformMatrix[16];
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makeCenteredRotation(rotationDegrees, outputRotationMatrix);
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multiply4x4(transformMatrix, outputRotationMatrix, combinedTransformMatrix);
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glUniformMatrix4fv(_vertexParameters.uTransformMatrix, 1, GL_FALSE, combinedTransformMatrix);
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// 4. Pass texture to fragment shader
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glActiveTexture(GL_TEXTURE0);
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@@ -29,7 +29,7 @@ public:
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* Draw the texture using this shader.
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* Note: At the moment, only EXTERNAL textures are supported by the Shader.
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*/
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void draw(const OpenGLTexture& texture, float* transformMatrix);
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void draw(const OpenGLTexture& texture, float* transformMatrix, int rotationDegrees);
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private:
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// Loading
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@@ -47,13 +47,13 @@ void VideoPipeline::removeRecordingSessionOutputSurface() {
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_recordingSessionOutput = nullptr;
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}
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void VideoPipeline::setRecordingSessionOutputSurface(jobject surface) {
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void VideoPipeline::setRecordingSessionOutputSurface(jobject surface, int rotationDegrees) {
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// 1. Delete existing output surface
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removeRecordingSessionOutputSurface();
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// 2. Set new output surface if it is not null
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ANativeWindow* window = ANativeWindow_fromSurface(jni::Environment::current(), surface);
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_recordingSessionOutput = OpenGLRenderer::CreateWithWindowSurface(_context, window);
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_recordingSessionOutput = OpenGLRenderer::CreateWithWindowSurface(_context, window, rotationDegrees);
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}
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int VideoPipeline::getInputTextureId() {
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@@ -78,7 +78,6 @@ void VideoPipeline::onFrame(jni::alias_ref<jni::JArrayFloat> transformMatrixPara
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OpenGLTexture& texture = _inputTexture.value();
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if (_recordingSessionOutput) {
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__android_log_print(ANDROID_LOG_INFO, TAG, "Rendering to RecordingSession..");
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_recordingSessionOutput->renderTextureToSurface(texture, transformMatrix);
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}
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}
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@@ -31,7 +31,7 @@ public:
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int getInputTextureId();
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// <- MediaRecorder output
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void setRecordingSessionOutputSurface(jobject surface);
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void setRecordingSessionOutputSurface(jobject surface, int rotationDegrees);
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void removeRecordingSessionOutputSurface();
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// Frame callbacks
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@@ -39,18 +39,11 @@ class FragmentedRecordingManager(
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segmentDurationSeconds: Int = DEFAULT_SEGMENT_DURATION_SECONDS
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): FragmentedRecordingManager {
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val mimeType = options.videoCodec.toMimeType()
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// Use cameraOrientation (from WindowManager) for rotation metadata
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// The options.orientation from JavaScript is unreliable on Android when rotating between landscape modes
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val orientationDegrees = cameraOrientation.toDegrees()
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val cameraOrientationDegrees = cameraOrientation.toDegrees()
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val orientationDegrees = 0
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val (width, height) = size.width to size.height
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// Swap dimensions based on camera orientation, same as ChunkedRecordingManager
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val (width, height) = if (cameraOrientation.isLandscape()) {
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size.height to size.width
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} else {
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size.width to size.height
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}
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Log.d(TAG, "Recording: ${width}x${height}, orientation=$orientationDegrees°")
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Log.d(TAG, "Recording: ${width}x${height}, orientation=$orientationDegrees° (cameraOrientation=$cameraOrientationDegrees°)")
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val format = MediaFormat.createVideoFormat(mimeType, width, height)
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val codec = MediaCodec.createEncoderByType(mimeType)
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@@ -43,6 +43,17 @@ class RecordingSession(
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data class Video(val path: String, val durationMs: Long, val size: Size)
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val outputRotationDegrees: Int =
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if (options.streamSegmentType == StreamSegmentType.FRAGMENTED_MP4) {
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when (cameraOrientation.toDegrees()) {
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90 -> 270
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270 -> 90
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else -> cameraOrientation.toDegrees()
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}
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} else {
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0
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}
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// Normalize path - expo-file-system passes file:// URIs but File expects raw paths
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// Handle both file:// and file:/ variants
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private val outputPath: File = File(filePath.replace(Regex("^file:/+"), "/"))
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@@ -186,7 +186,7 @@ class VideoPipeline(
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if (recordingSession != null) {
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// Configure OpenGL pipeline to stream Frames into the Recording Session's surface
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Log.i(TAG, "Setting ${recordingSession.size} RecordingSession Output...")
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setRecordingSessionOutputSurface(recordingSession.surface)
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setRecordingSessionOutputSurface(recordingSession.surface, recordingSession.outputRotationDegrees)
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this.recordingSession = recordingSession
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} else {
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// Configure OpenGL pipeline to stop streaming Frames into the Recording Session's surface
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@@ -250,7 +250,7 @@ class VideoPipeline(
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private external fun getInputTextureId(): Int
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private external fun onBeforeFrame()
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private external fun onFrame(transformMatrix: FloatArray)
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private external fun setRecordingSessionOutputSurface(surface: Any)
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private external fun setRecordingSessionOutputSurface(surface: Any, rotationDegrees: Int)
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private external fun removeRecordingSessionOutputSurface()
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private external fun initHybrid(width: Int, height: Int): HybridData
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}
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Reference in New Issue
Block a user