a7c137da07
* 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 |
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android | ||
ios | ||
src | ||
.eslintrc.js | ||
app.json | ||
babel.config.js | ||
clean.sh | ||
index.js | ||
metro.config.js | ||
package.json | ||
README.md | ||
tsconfig.json | ||
yarn.lock |
Vision Camera playground
Overview
This is a demo application featuring some of the many features of the Vision Camera:
- Photo capture
- Video capture
- Flipping device (back camera <-> front camera)
- Device filtering (ultra-wide-angle, wide-angle, telephoto, or even combined virtual multi-cameras)
- Format filtering (targeting 60 FPS, best capture size, best matching aspect ratio, etc.)
- Zooming using react-native-gesture-handler and react-native-reanimated
- Smoothly switching between constituent camera devices (see demo on my Twitter)
- HDR mode
- Night mode
- Flash for photo capture
- Flash for video capture
- Activating/Pausing the Camera but keeping it "warm"
- Using the Example Frame Processor Plugin
Get started
To try the playground out for yourself, run the following commands:
git clone https://github.com/mrousavy/react-native-vision-camera
cd react-native-vision-camera
yarn bootstrap
iOS
- Open the
example/ios/VisionCameraExample.xcworkspace
file with Xcode - Change signing configuration to your developer account
- Select your device in the devices drop-down
- Hit run
Android
- Open the
example/android/
folder with Android Studio - Select your device in the devices drop-down
- Hit run