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fix for encoders stop and black filter
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pedro
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Feb 25, 2019
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85 changes: 85 additions & 0 deletions
85
encoder/src/main/java/com/pedro/encoder/input/gl/render/filters/BlackFilterRender.java
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Original file line number | Diff line number | Diff line change |
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package com.pedro.encoder.input.gl.render.filters; | ||
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import android.content.Context; | ||
import android.opengl.GLES20; | ||
import android.opengl.Matrix; | ||
import android.os.Build; | ||
import android.support.annotation.RequiresApi; | ||
import com.pedro.encoder.R; | ||
import com.pedro.encoder.utils.gl.GlUtil; | ||
import java.nio.ByteBuffer; | ||
import java.nio.ByteOrder; | ||
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/** | ||
* Created by pedro on 29/01/18. | ||
*/ | ||
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@RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR2) | ||
public class BlackFilterRender extends BaseFilterRender { | ||
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//rotation matrix | ||
private final float[] squareVertexDataFilter = { | ||
// X, Y, Z, U, V | ||
-1f, -1f, 0f, 0f, 0f, //bottom left | ||
1f, -1f, 0f, 1f, 0f, //bottom right | ||
-1f, 1f, 0f, 0f, 1f, //top left | ||
1f, 1f, 0f, 1f, 1f, //top right | ||
}; | ||
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private int program = -1; | ||
private int aPositionHandle = -1; | ||
private int aTextureHandle = -1; | ||
private int uMVPMatrixHandle = -1; | ||
private int uSTMatrixHandle = -1; | ||
private int uSamplerHandle = -1; | ||
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public BlackFilterRender() { | ||
squareVertex = ByteBuffer.allocateDirect(squareVertexDataFilter.length * FLOAT_SIZE_BYTES) | ||
.order(ByteOrder.nativeOrder()) | ||
.asFloatBuffer(); | ||
squareVertex.put(squareVertexDataFilter).position(0); | ||
Matrix.setIdentityM(MVPMatrix, 0); | ||
Matrix.setIdentityM(STMatrix, 0); | ||
} | ||
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@Override | ||
protected void initGlFilter(Context context) { | ||
String vertexShader = GlUtil.getStringFromRaw(context, R.raw.simple_vertex); | ||
String fragmentShader = GlUtil.getStringFromRaw(context, R.raw.black_fragment); | ||
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program = GlUtil.createProgram(vertexShader, fragmentShader); | ||
aPositionHandle = GLES20.glGetAttribLocation(program, "aPosition"); | ||
aTextureHandle = GLES20.glGetAttribLocation(program, "aTextureCoord"); | ||
uMVPMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix"); | ||
uSTMatrixHandle = GLES20.glGetUniformLocation(program, "uSTMatrix"); | ||
uSamplerHandle = GLES20.glGetUniformLocation(program, "uSampler"); | ||
} | ||
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@Override | ||
protected void drawFilter() { | ||
GLES20.glUseProgram(program); | ||
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squareVertex.position(SQUARE_VERTEX_DATA_POS_OFFSET); | ||
GLES20.glVertexAttribPointer(aPositionHandle, 3, GLES20.GL_FLOAT, false, | ||
SQUARE_VERTEX_DATA_STRIDE_BYTES, squareVertex); | ||
GLES20.glEnableVertexAttribArray(aPositionHandle); | ||
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squareVertex.position(SQUARE_VERTEX_DATA_UV_OFFSET); | ||
GLES20.glVertexAttribPointer(aTextureHandle, 2, GLES20.GL_FLOAT, false, | ||
SQUARE_VERTEX_DATA_STRIDE_BYTES, squareVertex); | ||
GLES20.glEnableVertexAttribArray(aTextureHandle); | ||
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GLES20.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, MVPMatrix, 0); | ||
GLES20.glUniformMatrix4fv(uSTMatrixHandle, 1, false, STMatrix, 0); | ||
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GLES20.glUniform1i(uSamplerHandle, 4); | ||
GLES20.glActiveTexture(GLES20.GL_TEXTURE4); | ||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, previousTexId); | ||
} | ||
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@Override | ||
public void release() { | ||
GLES20.glDeleteProgram(program); | ||
} | ||
} | ||
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Original file line number | Diff line number | Diff line change |
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precision mediump float; | ||
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uniform sampler2D uSampler; | ||
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varying vec2 vTextureCoord; | ||
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void main() { | ||
vec4 pixel = texture2D(uSampler, vTextureCoord); | ||
//Ignore color and set black color. I think this is not the best way | ||
gl_FragColor = vec4(0.0, 0.0, 0.0, pixel.a); | ||
} |
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