* feat: Call Skia Renderer * Use default NativePreviewView for Skia * Render to separate FBO * It appears once * Refactor a lot lol * Pass width/height * Read width/heights * Update SkiaRenderer.cpp * Read stencil/samples * Use switch for target * Clear full red * Update VideoPipeline.cpp * fix: Use `BorrowTextureFrom` instead of `AdoptTextureFrom` * Get it to work * Draw Camera Frame again (only works for first frame) * glDisable(GL_BLEND) * Use Frame Buffer again * Simplify Skia offscreen surface creation * fix: Get it to kinda work? * fix: Remove `sampler2D` shader Only the EXTERNAL_OES one kinda works * Revert "fix: Remove `sampler2D` shader" This reverts commit bf241a82f440f5a442f23a2b10329b813e7cdb3e. * Revert "fix: Get it to kinda work?" This reverts commit ea6a8784ad8dc7d05e8076591874f021b51dd84a. * fix: Use Skia for rendering * Simplify drawing code a lot * Clean up drawing loop a bit more * Some docs * Update SkiaRenderer.cpp * Surface * try to use Matrix * Use BottomLeft as a surface origin again * Get actual surface dimensions * Use 1x1 pbuffer instead * Update SkiaRenderer.cpp * Update SkiaRenderer.cpp * feat: Implement Skia Frame Processor (#1735) * feat: Implement JS Skia Frame Processor * Update SkiaRenderer.cpp * push * Create Frame from C++ * compile * Compile * Update VideoPipeline.cpp * Fix JNI local ref * Use `HardwareBuffer` for implementation * feat: Custom `Frame` implementation that uses CPU `ByteBuffer` (#1736) * feat: Implement JS Skia Frame Processor * Update SkiaRenderer.cpp * push * Create Frame from C++ * compile * Compile * Update VideoPipeline.cpp * Fix JNI local ref * Use `HardwareBuffer` for implementation * try: Try to just create a CPU based ByteBuffer * fix: Fix Java Type * fix remaining errors * try fixing FrameFactory * Use `free` * fix: Fix scene mode crash on some emulators * fix: Fix scene mode crash on some emulators * Fix getting pixels * fix: Fix buffer not being freed * Add some docs to `Frame` * Test Skia again * Use `getCurrentPresentationTime()` * Remove `FrameFactory.cpp` * Update VideoPipeline.h * Update VideoPipeline.cpp
96 lines
2.2 KiB
C++
96 lines
2.2 KiB
C++
//
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// Created by Marc Rousavy on 28.08.23.
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//
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#pragma once
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include "OpenGLTexture.h"
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namespace vision {
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#define NO_SHADER 0
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#define NO_POSITION 0
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#define NO_BUFFER 0
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#define NO_SHADER_TARGET 0
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struct Vertex {
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GLfloat position[2];
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GLfloat texCoord[2];
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};
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class PassThroughShader {
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public:
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PassThroughShader() = default;
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~PassThroughShader();
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/**
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* Draw the texture using this shader.
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*/
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void draw(const OpenGLTexture& texture, float* transformMatrix);
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private:
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// Loading
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static GLuint loadShader(GLenum shaderType, const char* shaderCode);
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static GLuint createProgram(GLenum textureTarget);
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private:
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// Shader program in memory
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GLenum _shaderTarget = NO_SHADER_TARGET;
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GLuint _programId = NO_SHADER;
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GLuint _vertexBuffer = NO_BUFFER;
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struct VertexParameters {
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GLint aPosition = NO_POSITION;
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GLint aTexCoord = NO_POSITION;
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GLint uTransformMatrix = NO_POSITION;
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} _vertexParameters;
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struct FragmentParameters {
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GLint uTexture = NO_POSITION;
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} _fragmentParameters;
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private:
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// Statics
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static constexpr Vertex VERTICES[] = {
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{{-1.0f, -1.0f}, {0.0f, 0.0f}}, // bottom-left
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{{1.0f, -1.0f}, {1.0f, 0.0f}}, // bottom-right
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{{-1.0f, 1.0f}, {0.0f, 1.0f}}, // top-left
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{{1.0f, 1.0f}, {1.0f, 1.0f}} // top-right
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};
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static constexpr char VERTEX_SHADER[] = R"(
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attribute vec4 aPosition;
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attribute vec2 aTexCoord;
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uniform mat4 uTransformMatrix;
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varying vec2 vTexCoord;
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void main() {
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gl_Position = aPosition;
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vTexCoord = (uTransformMatrix * vec4(aTexCoord, 0.0, 1.0)).xy;
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}
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)";
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static constexpr char FRAGMENT_SHADER[] = R"(
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precision mediump float;
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varying vec2 vTexCoord;
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uniform sampler2D uTexture;
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void main() {
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gl_FragColor = texture2D(uTexture, vTexCoord);
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}
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)";
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static constexpr char FRAGMENT_SHADER_EXTERNAL_TEXTURE[] = R"(
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 vTexCoord;
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uniform samplerExternalOES uTexture;
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void main() {
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gl_FragColor = texture2D(uTexture, vTexCoord);
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}
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)";
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};
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} // namespace vision
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