android.graphics.SurfaceTexture#setOnFrameAvailableListener ( )源码实例Demo

下面列出了android.graphics.SurfaceTexture#setOnFrameAvailableListener ( ) 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。

源代码1 项目: libcommon   文件: SurfaceDrawable.java
/**
 * 映像入力用SurfaceTexture/Surfaceを再生成する
 */
@SuppressLint("NewApi")
@WorkerThread
protected void handleReCreateInputSurface() {
	if (DEBUG) Log.v(TAG, "handleReCreateInputSurface:");
	synchronized (mSync) {
		mEglTask.makeCurrent();
		handleReleaseInputSurface();
		mEglTask.makeCurrent();
		if (isOES3()) {
			mTexId = com.serenegiant.glutils.es3.GLHelper.initTex(
				GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE0, GLES30.GL_NEAREST);
		} else {
			mTexId = com.serenegiant.glutils.es2.GLHelper.initTex(
				GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE0, GLES20.GL_NEAREST);
		}
		mInputTexture = new SurfaceTexture(mTexId);
		mInputSurface = new Surface(mInputTexture);
		if (BuildCheck.isAndroid4_1()) {
			// XXX getIntrinsicWidth/getIntrinsicHeightの代わりにmImageWidth/mImageHeightを使うべきかも?
			mInputTexture.setDefaultBufferSize(getIntrinsicWidth(), getIntrinsicHeight());
		}
		mInputTexture.setOnFrameAvailableListener(mOnFrameAvailableListener);
	}
	onCreateSurface(mInputSurface);
}
 
源代码2 项目: grafika   文件: TextureFromCameraActivity.java
/**
 * Handles the surface-created callback from SurfaceView.  Prepares GLES and the Surface.
 */
private void surfaceAvailable(SurfaceHolder holder, boolean newSurface) {
    Surface surface = holder.getSurface();
    mWindowSurface = new WindowSurface(mEglCore, surface, false);
    mWindowSurface.makeCurrent();

    // Create and configure the SurfaceTexture, which will receive frames from the
    // camera.  We set the textured rect's program to render from it.
    mTexProgram = new Texture2dProgram(Texture2dProgram.ProgramType.TEXTURE_EXT);
    int textureId = mTexProgram.createTextureObject();
    mCameraTexture = new SurfaceTexture(textureId);
    mRect.setTexture(textureId);

    if (!newSurface) {
        // This Surface was established on a previous run, so no surfaceChanged()
        // message is forthcoming.  Finish the surface setup now.
        //
        // We could also just call this unconditionally, and perhaps do an unnecessary
        // bit of reallocating if a surface-changed message arrives.
        mWindowSurfaceWidth = mWindowSurface.getWidth();
        mWindowSurfaceHeight = mWindowSurface.getHeight();
        finishSurfaceSetup();
    }

    mCameraTexture.setOnFrameAvailableListener(this);
}
 
private void initSurfaceTexture() {
    Log.d(LOGTAG, "initSurfaceTexture");
    deleteSurfaceTexture();
    initTexOES(texCamera);
    mSTexture = new SurfaceTexture(texCamera[0]);
    mSTexture.setOnFrameAvailableListener(this);
}
 
源代码4 项目: VideoCompressor   文件: OutputSurface.java
private void setup() {
    mTextureRender = new TextureRenderer(rotateRender);
    mTextureRender.surfaceCreated();
    mSurfaceTexture = new SurfaceTexture(mTextureRender.getTextureId());
    mSurfaceTexture.setOnFrameAvailableListener(this);
    mSurface = new Surface(mSurfaceTexture);
}
 
源代码5 项目: VidEffects   文件: VideoSurfaceView.java
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    super.init();
    /*
     * Create the SurfaceTexture that will feed this textureID, and pass
     * it to the MediaPlayer
     */
    mSurface = new SurfaceTexture(getTexture());
    mSurface.setOnFrameAvailableListener(this);

    Surface surface = new Surface(mSurface);
    mMediaPlayer.setSurface(surface);
    mMediaPlayer.setScreenOnWhilePlaying(true);
    surface.release();

    if (!isMediaPlayerPrepared) {
        try {
            mMediaPlayer.prepare();
        } catch (IOException e) {
            e.printStackTrace();
        }
        isMediaPlayerPrepared = true;
    }

    synchronized (this) {
        updateSurface = false;
    }

    mMediaPlayer.start();
}
 
源代码6 项目: VIA-AI   文件: CameraGLRendererBase.java
private void initSurfaceTexture() {
    Log.d(LOGTAG, "initSurfaceTexture");
    deleteSurfaceTexture();
    initTexOES(texCamera);
    mSTexture = new SurfaceTexture(texCamera[0]);
    mSTexture.setOnFrameAvailableListener(this);
}
 
源代码7 项目: media-for-mobile   文件: OutputSurface.java
/**
 * Creates an OutputSurface using the current EGL context.  Creates a Surface that can be
 * passed to MediaCodec.setMediaFormat().
 *
 * @param eglUtil
 */
public OutputSurface(IEglUtil eglUtil) {
    this.eglUtil = eglUtil;
    textureRender = new TextureRenderer(this.eglUtil);
    textureRender.surfaceCreated();

    // Even if we don't access the SurfaceTexture after the constructor returns, we
    // still need to keep a reference to it.  The Surface doesn't retain a reference
    // at the Java level, so if we don't either then the object can get GCed, which
    // causes the native finalizer to run.
    //if (VERBOSE) //Log.d(TAG, "textureID=" + mTextureRender.getTextureId());
    textureId = this.eglUtil.createTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
    surfaceTexture = new SurfaceTexture(textureId);

    // This doesn't work if OutputSurface is created on the thread that CTS started for
    // these test cases.
    //
    // The CTS-created thread has a Looper, and the SurfaceTexture constructor will
    // create a Handler that uses it.  The "frame available" message is delivered
    // there, but since we're not a Looper-based thread we'll never see it.  For
    // this to do anything useful, OutputSurface must be created on a thread without
    // a Looper, so that SurfaceTexture uses the main application Looper instead.
    //
    // Java language note: passing "this" out of a constructor is generally unwise,
    // but we should be able to get away with it here.
    surfaceTexture.setOnFrameAvailableListener(this);
    surface = new Surface(surfaceTexture);
}
 
源代码8 项目: LiveMultimedia   文件: OutputSurface.java
/**
 * Creates instances of TextureRender and SurfaceTexture, and a Surface associated
 * with the SurfaceTexture.
 */
private void setup() {
    mTextureRender = new TextureRender();
    mTextureRender.surfaceCreated();

    // Even if we don't access the SurfaceTexture after the constructor returns, we
    // still need to keep a reference to it.  The Surface doesn't retain a reference
    // at the Java level, so if we don't either then the object can get GCed, which
    // causes the native finalizer to run.
    if (VERBOSE) Log.d(TAG, "textureID=" + mTextureRender.getTextureId());
    mSurfaceTexture = new SurfaceTexture(mTextureRender.getTextureId());

    // This doesn't work if OutputSurface is created on the thread that CTS started for
    // these test cases.
    //
    // The CTS-created thread has a Looper, and the SurfaceTexture constructor will
    // create a Handler that uses it.  The "frame available" message is delivered
    // there, but since we're not a Looper-based thread we'll never see it.  For
    // this to do anything useful, OutputSurface must be created on a thread without
    // a Looper, so that SurfaceTexture uses the main application Looper instead.
    //
    // Java language note: passing "this" out of a constructor is generally unwise,
    // but we should be able to get away with it here.
    mSurfaceTexture.setOnFrameAvailableListener(this);

    mSurface = new Surface(mSurfaceTexture);
}
 
源代码9 项目: FaceT   文件: CameraGLRendererBase.java
private void initSurfaceTexture() {
    Log.d(LOGTAG, "initSurfaceTexture");
    deleteSurfaceTexture();
    initTexOES(texCamera);
    mSTexture = new SurfaceTexture(texCamera[0]);
    mSTexture.setOnFrameAvailableListener(this);
}
 
源代码10 项目: MOAAP   文件: CameraGLRendererBase.java
private void initSurfaceTexture() {
    Log.d(LOGTAG, "initSurfaceTexture");
    deleteSurfaceTexture();
    initTexOES(texCamera);
    mSTexture = new SurfaceTexture(texCamera[0]);
    mSTexture.setOnFrameAvailableListener(this);
}
 
/**
 * Connects the SurfaceTexture to the Camera preview output, and starts the preview.
 */
private void handleSetSurfaceTexture(SurfaceTexture st) {
    st.setOnFrameAvailableListener(this);
    try {
        mCamera.setPreviewTexture(st);
    } catch (IOException ioe) {
        throw new RuntimeException(ioe);
    }
    mCamera.startPreview();
}
 
源代码12 项目: talk-android   文件: OutputSurface.java
private void setup() {
    mTextureRender = new TextureRenderer(rotateRender);
    mTextureRender.surfaceCreated();
    mSurfaceTexture = new SurfaceTexture(mTextureRender.getTextureId());
    mSurfaceTexture.setOnFrameAvailableListener(this);
    mSurface = new Surface(mSurfaceTexture);
}
 
源代码13 项目: Telegram-FOSS   文件: EGLSurfaceTexture.java
/**
 * Initializes required EGL parameters and creates the {@link SurfaceTexture}.
 *
 * @param secureMode The {@link SecureMode} to be used for EGL surface.
 */
public void init(@SecureMode int secureMode) {
  display = getDefaultDisplay();
  EGLConfig config = chooseEGLConfig(display);
  context = createEGLContext(display, config, secureMode);
  surface = createEGLSurface(display, config, context, secureMode);
  generateTextureIds(textureIdHolder);
  texture = new SurfaceTexture(textureIdHolder[0]);
  texture.setOnFrameAvailableListener(this);
}
 
源代码14 项目: Paddle-Lite-Demo   文件: CameraSurfaceView.java
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // Create OES texture for storing camera preview data(YUV format)
    GLES20.glGenTextures(1, camTextureId, 0);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, camTextureId[0]);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
    surfaceTexture = new SurfaceTexture(camTextureId[0]);
    surfaceTexture.setOnFrameAvailableListener(this);

    // Prepare vertex and texture coordinates
    int bytes = vertexCoords.length * Float.SIZE / Byte.SIZE;
    vertexCoordsBuffer = ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer();
    textureCoordsBuffer = ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer();
    vertexCoordsBuffer.put(vertexCoords).position(0);
    textureCoordsBuffer.put(textureCoords).position(0);

    // Create vertex and fragment shaders
    // camTextureId->fboTexureId
    progCam2FBO = Utils.createShaderProgram(vss, fssCam2FBO);
    vcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vPosition");
    tcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vTexCoord");
    GLES20.glEnableVertexAttribArray(vcCam2FBO);
    GLES20.glEnableVertexAttribArray(tcCam2FBO);
    // fboTexureId/drawTexureId -> screen
    progTex2Screen = Utils.createShaderProgram(vss, fssTex2Screen);
    vcTex2Screen = GLES20.glGetAttribLocation(progTex2Screen, "vPosition");
    tcTex2Screen = GLES20.glGetAttribLocation(progTex2Screen, "vTexCoord");
    GLES20.glEnableVertexAttribArray(vcTex2Screen);
    GLES20.glEnableVertexAttribArray(tcTex2Screen);
}
 
源代码15 项目: Paddle-Lite-Demo   文件: CameraSurfaceView.java
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // Create OES texture for storing camera preview data(YUV format)
    GLES20.glGenTextures(1, camTextureId, 0);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, camTextureId[0]);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
    surfaceTexture = new SurfaceTexture(camTextureId[0]);
    surfaceTexture.setOnFrameAvailableListener(this);

    // Prepare vertex and texture coordinates
    int bytes = vertexCoords.length * Float.SIZE / Byte.SIZE;
    vertexCoordsBuffer = ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer();
    textureCoordsBuffer = ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer();
    vertexCoordsBuffer.put(vertexCoords).position(0);
    textureCoordsBuffer.put(textureCoords).position(0);

    // Create vertex and fragment shaders
    // camTextureId->fboTexureId
    progCam2FBO = Utils.createShaderProgram(vss, fssCam2FBO);
    vcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vPosition");
    tcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vTexCoord");
    GLES20.glEnableVertexAttribArray(vcCam2FBO);
    GLES20.glEnableVertexAttribArray(tcCam2FBO);
    // fboTexureId/drawTexureId -> screen
    progTex2Screen = Utils.createShaderProgram(vss, fssTex2Screen);
    vcTex2Screen = GLES20.glGetAttribLocation(progTex2Screen, "vPosition");
    tcTex2Screen = GLES20.glGetAttribLocation(progTex2Screen, "vTexCoord");
    GLES20.glEnableVertexAttribArray(vcTex2Screen);
    GLES20.glEnableVertexAttribArray(tcTex2Screen);
}
 
源代码16 项目: TelePlus-Android   文件: EGLSurfaceTexture.java
/**
 * Initializes required EGL parameters and creates the {@link SurfaceTexture}.
 *
 * @param secureMode The {@link SecureMode} to be used for EGL surface.
 */
public void init(@SecureMode int secureMode) {
  display = getDefaultDisplay();
  EGLConfig config = chooseEGLConfig(display);
  context = createEGLContext(display, config, secureMode);
  surface = createEGLSurface(display, config, context, secureMode);
  generateTextureIds(textureIdHolder);
  texture = new SurfaceTexture(textureIdHolder[0]);
  texture.setOnFrameAvailableListener(this);
}
 
源代码17 项目: pasm-yolov3-Android   文件: CameraGLRendererBase.java
private void initSurfaceTexture() {
    Log.d(LOGTAG, "initSurfaceTexture");
    deleteSurfaceTexture();
    initTexOES(texCamera);
    mSTexture = new SurfaceTexture(texCamera[0]);
    mSTexture.setOnFrameAvailableListener(this);
}
 
源代码18 项目: GPUVideo-android   文件: GlSurfaceTexture.java
public GlSurfaceTexture(final int texName) {
    surfaceTexture = new SurfaceTexture(texName);
    surfaceTexture.setOnFrameAvailableListener(this);
}
 
@CalledByNative
private static void setFrameAvailableCallback(SurfaceTexture surfaceTexture,
        int nativeSurfaceTextureListener) {
   surfaceTexture.setOnFrameAvailableListener(
           new SurfaceTextureListener(nativeSurfaceTextureListener));
}
 
源代码20 项目: UltimateAndroid   文件: VideoResourceInput.java
@Override
	protected void initWithGLContext() {
		ready = false;
		try { 
			player = MediaPlayer.create(context, id); 
		} catch (Exception e) {
			Log.e("VideoPlayer", "Failed to load video");
			StringWriter sw = new StringWriter();
			PrintWriter pw = new PrintWriter(sw);
			e.printStackTrace(pw);
			Log.e("VideoPlayer", sw.toString());
			player.release();
		}
		setRenderSize(player.getVideoWidth(), player.getVideoHeight());
		super.initWithGLContext();
		
		int[] textures = new int[1];
		GLES20.glGenTextures(1, textures, 0);
		GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]);
		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);        
		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
		texture_in = textures[0];	
		
		videoTex = new SurfaceTexture(texture_in);
		videoTex.setOnFrameAvailableListener(this);	

		Surface surface = new Surface(videoTex);

        player.setSurface(surface);
        
		ready = true;
		if(startWhenReady) {
			player.start();
		}
	}