我通过创建一个名为 MovieClipRenderer 的新类来实现此目的,该类以 HelloAR 示例中的 ObjectRenderer 类为模型。这将创建一个四边形几何体并在四边形中渲染来自媒体播放器的纹理。四边形固定在一个平面上,因此当用户环顾四周时它不会移动。
为了进行测试,我使用了以下资源的电影:https://www.videvo.net/video/chicken-on-green-screen/3435/ https://www.videvo.net/video/chicken-on-green-screen/3435/并将其添加到src/main/assets
然后我将渲染器的成员变量添加到HelloArActivity
private final MovieClipRenderer mMovieClipRenderer = new MovieClipRenderer();
In onSurfaceCreated()
我和其他人一起初始化了渲染器
mMovieClipRenderer.createOnGlThread();
为了尝试一下,我在飞机上第一次点击创建了电影锚点,将点击测试代码稍微更改为:
if (mMovieAnchor == null) {
mMovieAnchor = hit.createAnchor();
} else {
mAnchors.add(hit.createAnchor());
}
然后在底部onDrawFrame()
我检查了锚并开始播放:
if (mMovieAnchor != null) {
// Draw chickens!
if (!mMovieClipRenderer.isStarted()) {
mMovieClipRenderer.play("chicken.mp4", this);
}
mMovieAnchor.getPose().toMatrix(mAnchorMatrix,0);
mMovieClipRenderer.update(mAnchorMatrix, 0.25f);
mMovieClipRenderer.draw(mMovieAnchor.getPose(), viewmtx, projmtx);
}
渲染类相当长,但是是非常标准的 GLES 代码,用于创建 OES 纹理并初始化视频播放器、创建四边形的顶点并加载绘制 OES 纹理的片段着色器。
/**
* Renders a movie clip with a green screen aware shader.
* <p>
* Copyright 2018 Google LLC
* <p>
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* <p>
* http://www.apache.org/licenses/LICENSE-2.0
* <p>
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
public class MovieClipRenderer implements
SurfaceTexture.OnFrameAvailableListener {
private static final String TAG = MovieClipRenderer.class.getSimpleName();
// Quad geometry
private static final int COORDS_PER_VERTEX = 3;
private static final int TEXCOORDS_PER_VERTEX = 2;
private static final int FLOAT_SIZE = 4;
private static final float[] QUAD_COORDS = new float[]{
-1.0f, -1.0f, 0.0f,
-1.0f, +1.0f, 0.0f,
+1.0f, -1.0f, 0.0f,
+1.0f, +1.0f, 0.0f,
};
private static final float[] QUAD_TEXCOORDS = new float[]{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
};
// Shader for a flat quad.
private static final String VERTEX_SHADER =
"uniform mat4 u_ModelViewProjection;\n\n" +
"attribute vec4 a_Position;\n" +
"attribute vec2 a_TexCoord;\n\n" +
"varying vec2 v_TexCoord;\n\n" +
"void main() {\n" +
" gl_Position = u_ModelViewProjection * vec4(a_Position.xyz, 1.0);\n" +
" v_TexCoord = a_TexCoord;\n" +
"}";
// The fragment shader samples the video texture, blending to
// transparent for the green screen
// color. The color was determined by sampling a screenshot
// of the video in an image editor.
private static final String FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n" +
"\n" +
"precision mediump float;\n" +
"varying vec2 v_TexCoord;\n" +
"uniform samplerExternalOES sTexture;\n" +
"\n" +
"void main() {\n" +
" //TODO make this a uniform variable - " +
" but this is the color of the background. 17ad2b\n" +
" vec3 keying_color = vec3(23.0f/255.0f, 173.0f/255.0f, 43.0f/255.0f);\n" +
" float thresh = 0.4f; // 0 - 1.732\n" +
" float slope = 0.2;\n" +
" vec3 input_color = texture2D(sTexture, v_TexCoord).rgb;\n" +
" float d = abs(length(abs(keying_color.rgb - input_color.rgb)));\n" +
" float edge0 = thresh * (1.0f - slope);\n" +
" float alpha = smoothstep(edge0,thresh,d);\n" +
" gl_FragColor = vec4(input_color, alpha);\n" +
"}";
// Geometry data in GLES friendly data structure.
private FloatBuffer mQuadVertices;
private FloatBuffer mQuadTexCoord;
// Shader program id and parameters.
private int mQuadProgram;
private int mQuadPositionParam;
private int mQuadTexCoordParam;
private int mModelViewProjectionUniform;
private int mTextureId = -1;
// Matrix for the location and perspective of the quad.
private float[] mModelMatrix = new float[16];
// Media player, texture and other bookkeeping.
private MediaPlayer player;
private SurfaceTexture videoTexture;
private boolean frameAvailable = false;
private boolean started = false;
private boolean done;
private boolean prepared;
private static Handler handler;
// Lock used for waiting if the player was not yet created.
private final Object lock = new Object();
/**
* Update the model matrix based on the location and scale to draw the quad.
*/
public void update(float[] modelMatrix, float scaleFactor) {
float[] scaleMatrix = new float[16];
Matrix.setIdentityM(scaleMatrix, 0);
scaleMatrix[0] = scaleFactor;
scaleMatrix[5] = scaleFactor;
scaleMatrix[10] = scaleFactor;
Matrix.multiplyMM(mModelMatrix, 0, modelMatrix, 0, scaleMatrix, 0);
}
/**
* Initialize the GLES objects.
* This is called from the GL render thread to make sure
* it has access to the EGLContext.
*/
public void createOnGlThread() {
// 1 texture to hold the video frame.
int textures[] = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureId = textures[0];
int mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;
GLES20.glBindTexture(mTextureTarget, mTextureId);
GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_NEAREST);
videoTexture = new SurfaceTexture(mTextureId);
videoTexture.setOnFrameAvailableListener(this);
// Make a quad to hold the movie
ByteBuffer bbVertices = ByteBuffer.allocateDirect(
QUAD_COORDS.length * FLOAT_SIZE);
bbVertices.order(ByteOrder.nativeOrder());
mQuadVertices = bbVertices.asFloatBuffer();
mQuadVertices.put(QUAD_COORDS);
mQuadVertices.position(0);
int numVertices = 4;
ByteBuffer bbTexCoords = ByteBuffer.allocateDirect(
numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE);
bbTexCoords.order(ByteOrder.nativeOrder());
mQuadTexCoord = bbTexCoords.asFloatBuffer();
mQuadTexCoord.put(QUAD_TEXCOORDS);
mQuadTexCoord.position(0);
int vertexShader = loadGLShader(TAG, GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
int fragmentShader = loadGLShader(TAG,
GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
mQuadProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mQuadProgram, vertexShader);
GLES20.glAttachShader(mQuadProgram, fragmentShader);
GLES20.glLinkProgram(mQuadProgram);
GLES20.glUseProgram(mQuadProgram);
ShaderUtil.checkGLError(TAG, "Program creation");
mQuadPositionParam = GLES20.glGetAttribLocation(mQuadProgram, "a_Position");
mQuadTexCoordParam = GLES20.glGetAttribLocation(mQuadProgram, "a_TexCoord");
mModelViewProjectionUniform = GLES20.glGetUniformLocation(
mQuadProgram, "u_ModelViewProjection");
ShaderUtil.checkGLError(TAG, "Program parameters");
Matrix.setIdentityM(mModelMatrix, 0);
initializeMediaPlayer();
}
public void draw(Pose pose, float[] cameraView, float[] cameraPerspective) {
if (done || !prepared) {
return;
}
synchronized (this) {
if (frameAvailable) {
videoTexture.updateTexImage();
frameAvailable = false;
}
}
float[] modelMatrix = new float[16];
pose.toMatrix(modelMatrix, 0);
float[] modelView = new float[16];
float[] modelViewProjection = new float[16];
Matrix.multiplyMM(modelView, 0, cameraView, 0, mModelMatrix, 0);
Matrix.multiplyMM(modelViewProjection, 0, cameraPerspective, 0, modelView, 0);
ShaderUtil.checkGLError(TAG, "Before draw");
GLES20.glEnable(GL10.GL_BLEND);
GLES20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
GLES20.glUseProgram(mQuadProgram);
// Set the vertex positions.
GLES20.glVertexAttribPointer(
mQuadPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT,
false, 0, mQuadVertices);
// Set the texture coordinates.
GLES20.glVertexAttribPointer(mQuadTexCoordParam, TEXCOORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, 0, mQuadTexCoord);
// Enable vertex arrays
GLES20.glEnableVertexAttribArray(mQuadPositionParam);
GLES20.glEnableVertexAttribArray(mQuadTexCoordParam);
GLES20.glUniformMatrix4fv(mModelViewProjectionUniform, 1, false,
modelViewProjection, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(mQuadPositionParam);
GLES20.glDisableVertexAttribArray(mQuadTexCoordParam);
ShaderUtil.checkGLError(TAG, "Draw");
}
private void initializeMediaPlayer() {
if (handler == null)
handler = new Handler(Looper.getMainLooper());
handler.post(new Runnable() {
@Override
public void run() {
synchronized (lock) {
player = new MediaPlayer();
lock.notify();
}
}
});
}
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
synchronized (this) {
frameAvailable = true;
}
}
public boolean play(final String filename, Context context)
throws FileNotFoundException {
// Wait for the player to be created.
if (player == null) {
synchronized (lock) {
while (player == null) {
try {
lock.wait();
} catch (InterruptedException e) {
return false;
}
}
}
}
player.reset();
done = false;
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
@Override
public void onPrepared(MediaPlayer mp) {
prepared = true;
mp.start();
}
});
player.setOnErrorListener(new MediaPlayer.OnErrorListener() {
@Override
public boolean onError(MediaPlayer mp, int what, int extra) {
done = true;
Log.e("VideoPlayer",
String.format("Error occured: %d, %d\n", what, extra));
return false;
}
});
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
@Override
public void onCompletion(MediaPlayer mp) {
done = true;
}
});
player.setOnInfoListener(new MediaPlayer.OnInfoListener() {
@Override
public boolean onInfo(MediaPlayer mediaPlayer, int i, int i1) {
return false;
}
});
try {
AssetManager assets = context.getAssets();
AssetFileDescriptor descriptor = assets.openFd(filename);
player.setDataSource(descriptor.getFileDescriptor(),
descriptor.getStartOffset(),
descriptor.getLength());
player.setSurface(new Surface(videoTexture));
player.prepareAsync();
synchronized (this) {
started = true;
}
} catch (IOException e) {
Log.e(TAG, "Exception preparing movie", e);
return false;
}
return true;
}
public synchronized boolean isStarted() {
return started;
}
static int loadGLShader(String tag, int type, String code) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, code);
GLES20.glCompileShader(shader);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0) {
Log.e(tag, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
if (shader == 0) {
throw new RuntimeException("Error creating shader.");
}
return shader;
}
}