react-native-vision-camera/android/src/main/cpp/skia/DrawableFrameHostObject.cpp
Marc Rousavy a7c137da07
feat: Skia for Android (#1731)
* 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
2023-09-01 10:43:19 +02:00

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2.0 KiB
C++

//
// Created by Marc Rousavy on 31.08.23.
//
#include "DrawableFrameHostObject.h"
#include <SkCanvas.h>
#include "FrameHostObject.h"
namespace vision {
std::vector<jsi::PropNameID> DrawableFrameHostObject::getPropertyNames(jsi::Runtime& rt) {
auto result = FrameHostObject::getPropertyNames(rt);
// Skia - Render Frame
result.push_back(jsi::PropNameID::forUtf8(rt, std::string("render")));
if (_canvas != nullptr) {
auto canvasPropNames = _canvas->getPropertyNames(rt);
for (auto& prop : canvasPropNames) {
result.push_back(std::move(prop));
}
}
return result;
}
SkRect inscribe(SkSize size, SkRect rect) {
auto halfWidthDelta = (rect.width() - size.width()) / 2.0;
auto halfHeightDelta = (rect.height() - size.height()) / 2.0;
return SkRect::MakeXYWH(rect.x() + halfWidthDelta,
rect.y() + halfHeightDelta, size.width(),
size.height());
}
jsi::Value DrawableFrameHostObject::get(jsi::Runtime& runtime, const jsi::PropNameID& propName) {
auto name = propName.utf8(runtime);
if (name == "render") {
auto render = JSI_HOST_FUNCTION_LAMBDA {
if (_canvas == nullptr) {
throw jsi::JSError(runtime, "Trying to render a Frame without a Skia Canvas! Did you install Skia?");
}
throw std::runtime_error("render() is not yet implemented!");
return jsi::Value::undefined();
};
return jsi::Function::createFromHostFunction(runtime, jsi::PropNameID::forUtf8(runtime, "render"), 1, render);
}
if (name == "isDrawable") {
return jsi::Value(_canvas != nullptr);
}
if (_canvas != nullptr) {
// If we have a Canvas, try to access the property on there.
auto result = _canvas->get(runtime, propName);
if (!result.isUndefined()) {
return result;
}
}
// fallback to base implementation
return FrameHostObject::get(runtime, propName);
}
void DrawableFrameHostObject::invalidateCanvas() {
_canvas = nullptr;
}
} // namespace vision