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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.. | ||
Extensions | ||
Frame Processor | ||
Parsers | ||
React Utils | ||
Skia Render Layer | ||
VisionCamera.xcodeproj | ||
.swift-version | ||
.swiftformat | ||
.swiftlint.yml | ||
CameraBridge.h | ||
CameraError.swift | ||
CameraQueues.swift | ||
CameraView.swift | ||
CameraView+AVAudioSession.swift | ||
CameraView+AVCaptureSession.swift | ||
CameraView+Focus.swift | ||
CameraView+Orientation.swift | ||
CameraView+Preview.swift | ||
CameraView+RecordVideo.swift | ||
CameraView+TakePhoto.swift | ||
CameraView+Torch.swift | ||
CameraView+Zoom.swift | ||
CameraViewManager.m | ||
CameraViewManager.swift | ||
NativePreviewView.swift | ||
PhotoCaptureDelegate.swift | ||
PreviewView.swift | ||
README.md | ||
RecordingSession.swift |
ios
This folder contains the iOS-platform-specific code for react-native-vision-camera.
Prerequesites
- Install Xcode tools
xcode-select --install
- Install need SwiftFormat and SwiftLint
brew install swiftformat swiftlint
Getting Started
It is recommended that you work on the code using the Example project (example/ios/VisionCameraExample.xcworkspace
), since that always includes the React Native header files, plus you can easily test changes that way.
You can however still edit the library project here by opening VisionCamera.xcodeproj
, this has the advantage of automatically formatting your Code (swiftformat) and showing you Linter errors (swiftlint) when trying to build (⌘+B).
Committing
Before committing, make sure that you're not violating the Swift or C++ codestyles. To do that, run the following command:
yarn check-ios
This will also try to automatically fix any errors by re-formatting the Swift code.