// started from: https://github.com/google/grafika/blob/f3c8c3dee60153f471312e21acac8b3a3cddd7dc/src/com/android/grafika/BroadcastActivity.java#L418 package io.cine.android.streaming; import android.graphics.SurfaceTexture; import android.opengl.EGL14; import android.opengl.GLSurfaceView; import android.util.Log; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import io.cine.android.BroadcastActivity; import io.cine.android.streaming.gles.FullFrameRect; import io.cine.android.streaming.gles.Texture2dProgram; /** * Renderer object for our GLSurfaceView. * <p/> * Do not call any methods here directly from another thread -- use the * GLSurfaceView#queueEvent() call. */ public class CameraSurfaceRenderer implements GLSurfaceView.Renderer { private static final String TAG = "CameraSurfaceRenderer"; private static final boolean VERBOSE = false; private static final int RECORDING_OFF = 0; private static final int RECORDING_ON = 1; private static final int RECORDING_RESUMED = 2; private final Muxer mMuxer; private final float[] mSTMatrix = new float[16]; private BroadcastActivity.CameraHandler mCameraHandler; private TextureMovieEncoder mVideoEncoder; private FullFrameRect mFullScreen; private int mTextureId; private SurfaceTexture mSurfaceTexture; private boolean mRecordingEnabled; private int mRecordingStatus; private int mFrameCount; // width/height of the incoming camera preview frames private boolean mIncomingSizeUpdated; private int mIncomingWidth; private int mIncomingHeight; /** * Constructs CameraSurfaceRenderer. * <p/> * * @param cameraHandler Handler for communicating with UI thread * @param movieEncoder video encoder object * @param muxer output file for encoded video; forwarded to movieEncoder */ public CameraSurfaceRenderer(BroadcastActivity.CameraHandler cameraHandler, TextureMovieEncoder movieEncoder, Muxer muxer) { mCameraHandler = cameraHandler; mVideoEncoder = movieEncoder; // mOutputString = outputString; mMuxer = muxer; mTextureId = -1; mRecordingStatus = -1; mRecordingEnabled = false; mFrameCount = -1; mIncomingSizeUpdated = false; mIncomingWidth = mIncomingHeight = -1; } /** * Notifies the renderer thread that the activity is pausing. * <p/> * For best results, call this *after* disabling Camera preview. */ public void notifyPausing() { if (mSurfaceTexture != null) { Log.d(TAG, "renderer pausing -- releasing SurfaceTexture"); mSurfaceTexture.release(); mSurfaceTexture = null; } if (mFullScreen != null) { mFullScreen.release(false); // assume the GLSurfaceView EGL context is about mFullScreen = null; // to be destroyed } mIncomingWidth = mIncomingHeight = -1; } /** * Notifies the renderer that we want to stop or start recording. */ public void changeRecordingState(boolean isRecording) { Log.d(TAG, "changeRecordingState: was " + mRecordingEnabled + " now " + isRecording); mRecordingEnabled = isRecording; } /** * Records the size of the incoming camera preview frames. * <p/> * It's not clear whether this is guaranteed to execute before or after onSurfaceCreated(), * so we assume it could go either way. (Fortunately they both run on the same thread, * so we at least know that they won't execute concurrently.) */ public void setCameraPreviewSize(int width, int height) { Log.d(TAG, "setCameraPreviewSize"); mIncomingWidth = width; mIncomingHeight = height; mIncomingSizeUpdated = true; } @Override public void onSurfaceCreated(GL10 unused, EGLConfig config) { Log.d(TAG, "onSurfaceCreated"); // We're starting up or coming back. Either way we've got a new EGLContext that will // need to be shared with the video encoder, so figure out if a recording is already // in progress. mRecordingEnabled = mVideoEncoder.isRecording(); if (mRecordingEnabled) { mRecordingStatus = RECORDING_RESUMED; } else { mRecordingStatus = RECORDING_OFF; } // Set up the texture blitter that will be used for on-screen display. This // is *not* applied to the recording, because that uses a separate shader. mFullScreen = new FullFrameRect( new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_EXT)); mTextureId = mFullScreen.createTextureObject(); // Create a SurfaceTexture, with an external texture, in this EGL context. We don't // have a Looper in this thread -- GLSurfaceView doesn't create one -- so the frame // available messages will arrive on the main thread. mSurfaceTexture = new SurfaceTexture(mTextureId); // Tell the UI thread to enable the camera preview. mCameraHandler.sendMessage(mCameraHandler.obtainMessage( BroadcastActivity.CameraHandler.MSG_SET_SURFACE_TEXTURE, mSurfaceTexture)); } @Override public void onSurfaceChanged(GL10 unused, int width, int height) { Log.d(TAG, "onSurfaceChanged " + width + "x" + height); mCameraHandler.sendMessage(mCameraHandler.obtainMessage( BroadcastActivity.CameraHandler.MSG_SURFACE_CHANGED)); } @Override public void onDrawFrame(GL10 unused) { if (VERBOSE) Log.d(TAG, "onDrawFrame tex=" + mTextureId); // Latch the latest frame. If there isn't anything new, we'll just re-use whatever // was there before. mSurfaceTexture.updateTexImage(); // If the recording state is changing, take care of it here. Ideally we wouldn't // be doing all this in onDrawFrame(), but the EGLContext sharing with GLSurfaceView // makes it hard to do elsewhere. if (mRecordingEnabled) { switch (mRecordingStatus) { case RECORDING_OFF: Log.d(TAG, "START recording"); // start recording mVideoEncoder.startRecording(new TextureMovieEncoder.EncoderConfig(mMuxer, EGL14.eglGetCurrentContext())); mRecordingStatus = RECORDING_ON; break; case RECORDING_RESUMED: Log.d(TAG, "RESUME recording"); mVideoEncoder.updateSharedContext(EGL14.eglGetCurrentContext()); mRecordingStatus = RECORDING_ON; break; case RECORDING_ON: // yay break; default: throw new RuntimeException("unknown status " + mRecordingStatus); } } else { switch (mRecordingStatus) { case RECORDING_ON: case RECORDING_RESUMED: // stop recording Log.d(TAG, "STOP recording"); mVideoEncoder.stopRecording(); mRecordingStatus = RECORDING_OFF; break; case RECORDING_OFF: // yay break; default: throw new RuntimeException("unknown status " + mRecordingStatus); } } // Set the video encoder's texture name. We only need to do this once, but in the // current implementation it has to happen after the video encoder is started, so // we just do it here. // // TODO: be less lame. mVideoEncoder.setTextureId(mTextureId); // Tell the video encoder thread that a new frame is available. // This will be ignored if we're not actually recording. mVideoEncoder.frameAvailable(mSurfaceTexture); if (mIncomingWidth <= 0 || mIncomingHeight <= 0) { // Texture size isn't set yet. This is only used for the filters, but to be // safe we can just skip drawing while we wait for the various races to resolve. // (This seems to happen if you toggle the screen off/on with power button.) Log.i(TAG, "Drawing before incoming texture size set; skipping"); return; } if (mIncomingSizeUpdated) { mFullScreen.getProgram().setTexSize(mIncomingWidth, mIncomingHeight); mIncomingSizeUpdated = false; } // Draw the video frame. mSurfaceTexture.getTransformMatrix(mSTMatrix); mFullScreen.drawFrame(mTextureId, mSTMatrix); } }