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 | ||
cpp | ||
docs | ||
example | ||
ios | ||
scripts | ||
src | ||
.eslintrc.js | ||
.gitignore | ||
app.plugin.js | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
LICENSE | ||
package.json | ||
README.md | ||
tsconfig.json | ||
VisionCamera.podspec | ||
yarn.lock |
Vision Camera
‼️‼️‼️‼️‼️ ✨ VisionCamera V3 ‼️‼️‼️‼️‼️
See this discussion for the latest upcoming version of VisionCamera
Documentation
Features
- Photo and Video capture
- Customizable devices and multi-cameras (smoothly zoom out to "fish-eye" camera)
- Customizable FPS
- Frame Processors (JS worklets to run QR-Code scanning, facial recognition, AI object detection, realtime video chats, ...)
- Smooth zooming (Reanimated)
- Fast pause and resume
- HDR & Night modes
See the example app
Example
function App() {
const devices = useCameraDevices('wide-angle-camera')
const device = devices.back
if (device == null) return <LoadingView />
return (
<Camera
style={StyleSheet.absoluteFill}
device={device}
isActive={true}
/>
)
}
Adopting at scale
VisionCamera is provided as is, I work on it in my free time.
If you're integrating VisionCamera in a production app, consider funding this project and contact me to receive premium enterprise support, help with issues, prioritize bugfixes, request features, help at integrating VisionCamera and/or Frame Processors, and more.