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/*
* Copyright (C) 2010 The Android Open Source Project
*
* 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
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
package android.graphics;
import java.lang.ref.WeakReference;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
/**
* Captures frames from an image stream as an OpenGL ES texture.
*
* <p>The image stream may come from either camera preview or video decode. A SurfaceTexture
* may be used in place of a SurfaceHolder when specifying the output destination of a
* {@link android.hardware.Camera} or {@link android.media.MediaPlayer}
* object. Doing so will cause all the frames from the image stream to be sent to the
* SurfaceTexture object rather than to the device's display. When {@link #updateTexImage} is
* called, the contents of the texture object specified when the SurfaceTexture was created are
* updated to contain the most recent image from the image stream. This may cause some frames of
* the stream to be skipped.
*
* <p>When sampling from the texture one should first transform the texture coordinates using the
* matrix queried via {@link #getTransformMatrix}. The transform matrix may change each time {@link
* #updateTexImage} is called, so it should be re-queried each time the texture image is updated.
* This matrix transforms traditional 2D OpenGL ES texture coordinate column vectors of the form (s,
* t, 0, 1) where s and t are on the inclusive interval [0, 1] to the proper sampling location in
* the streamed texture. This transform compensates for any properties of the image stream source
* that cause it to appear different from a traditional OpenGL ES texture. For example, sampling
* from the bottom left corner of the image can be accomplished by transforming the column vector
* (0, 0, 0, 1) using the queried matrix, while sampling from the top right corner of the image can
* be done by transforming (1, 1, 0, 1).
*
* <p>The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which is defined by the
* <a href="http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt">
* GL_OES_EGL_image_external</a> OpenGL ES extension. This limits how the texture may be used.
* Each time the texture is bound it must be bound to the GL_TEXTURE_EXTERNAL_OES target rather than
* the GL_TEXTURE_2D target. Additionally, any OpenGL ES 2.0 shader that samples from the texture
* must declare its use of this extension using, for example, an "#extension
* GL_OES_EGL_image_external : require" directive. Such shaders must also access the texture using
* the samplerExternalOES GLSL sampler type.
*
* <p>SurfaceTexture objects may be created on any thread. {@link #updateTexImage} may only be
* called on the thread with the OpenGL ES context that contains the texture object. The
* frame-available callback is called on an arbitrary thread, so unless special care is taken {@link
* #updateTexImage} should not be called directly from the callback.
*/
public class SurfaceTexture {
private EventHandler mEventHandler;
private OnFrameAvailableListener mOnFrameAvailableListener;
@SuppressWarnings("unused")
private int mSurfaceTexture;
/**
* Callback interface for being notified that a new stream frame is available.
*/
public interface OnFrameAvailableListener {
void onFrameAvailable(SurfaceTexture surfaceTexture);
}
/**
* Exception thrown when a surface couldn't be created or resized
*/
public static class OutOfResourcesException extends Exception {
public OutOfResourcesException() {
}
public OutOfResourcesException(String name) {
super(name);
}
}
/**
* Construct a new SurfaceTexture to stream images to a given OpenGL texture.
*
* @param texName the OpenGL texture object name (e.g. generated via glGenTextures)
*/
public SurfaceTexture(int texName) {
Looper looper;
if ((looper = Looper.myLooper()) != null) {
mEventHandler = new EventHandler(looper);
} else if ((looper = Looper.getMainLooper()) != null) {
mEventHandler = new EventHandler(looper);
} else {
mEventHandler = null;
}
nativeInit(texName, new WeakReference<SurfaceTexture>(this));
}
/**
* Register a callback to be invoked when a new image frame becomes available to the
* SurfaceTexture. Note that this callback may be called on an arbitrary thread, so it is not
* safe to call {@link #updateTexImage} without first binding the OpenGL ES context to the
* thread invoking the callback.
*/
public void setOnFrameAvailableListener(OnFrameAvailableListener l) {
mOnFrameAvailableListener = l;
}
/**
* Update the texture image to the most recent frame from the image stream. This may only be
* called while the OpenGL ES context that owns the texture is bound to the thread. It will
* implicitly bind its texture to the GL_TEXTURE_EXTERNAL_OES texture target.
*/
public void updateTexImage() {
nativeUpdateTexImage();
}
/**
* Retrieve the 4x4 texture coordinate transform matrix associated with the texture image set by
* the most recent call to updateTexImage.
*
* This transform matrix maps 2D homogeneous texture coordinates of the form (s, t, 0, 1) with s
* and t in the inclusive range [0, 1] to the texture coordinate that should be used to sample
* that location from the texture. Sampling the texture outside of the range of this transform
* is undefined.
*
* The matrix is stored in column-major order so that it may be passed directly to OpenGL ES via
* the glLoadMatrixf or glUniformMatrix4fv functions.
*
* @param mtx the array into which the 4x4 matrix will be stored. The array must have exactly
* 16 elements.
*/
public void getTransformMatrix(float[] mtx) {
// Note we intentionally don't check mtx for null, so this will result in a
// NullPointerException. But it's safe because it happens before the call to native.
if (mtx.length != 16) {
throw new IllegalArgumentException();
}
nativeGetTransformMatrix(mtx);
}
protected void finalize() throws Throwable {
try {
nativeFinalize();
} finally {
super.finalize();
}
}
private class EventHandler extends Handler {
public EventHandler(Looper looper) {
super(looper);
}
@Override
public void handleMessage(Message msg) {
if (mOnFrameAvailableListener != null) {
mOnFrameAvailableListener.onFrameAvailable(SurfaceTexture.this);
}
return;
}
}
private static void postEventFromNative(Object selfRef) {
WeakReference weakSelf = (WeakReference)selfRef;
SurfaceTexture st = (SurfaceTexture)weakSelf.get();
if (st == null) {
return;
}
if (st.mEventHandler != null) {
Message m = st.mEventHandler.obtainMessage();
st.mEventHandler.sendMessage(m);
}
}
private native void nativeInit(int texName, Object weakSelf);
private native void nativeFinalize();
private native void nativeGetTransformMatrix(float[] mtx);
private native void nativeUpdateTexImage();
/*
* We use a class initializer to allow the native code to cache some
* field offsets.
*/
private static native void nativeClassInit();
static { nativeClassInit(); }
}