Thanks Romain.  I really just want to swap out the pixel shader on the
SurfaceTexture's OpenGL texture so I can do some filtering on the
camera preview.  But it sounds like that isn't an option.   I have
used ColorMatrixFilters on the view itself and they work quite well,
just not powerful enough for what I want to do.

On Dec 21, 8:18 pm, Romain Guy <[email protected]> wrote:
> There's no need to get the camera preview out of SurfaceTexture. The whole
> point of SurfaceTexture is to let a producer like the camera render into an
> OpenGL texture. Just use SurfaceTexture.
>
> To draw on top of TextureView, just add another view on top of it.
> On Dec 21, 2011 9:35 PM, "Brad Grimm" <[email protected]> wrote:
>
>
>
>
>
>
>
> > Thanks for the post, it has been really helpful.
>
> > But say I want to draw on top of a SurfaceTexture that is connected to
> > a Camera via setPreviewTexture. I can get the SurfaceTexture by a
> > SurfaceTextureListener. But if I just try to use
> > eglCreateWindowSurface & eglMakeCurrent it fails due to the surface
> > already being connected.
> > 1) Is it possible to draw on this surface at all? Or does binding it
> > to the camera make it impossible to do that.
> > 2) If it isn't possible. Can the surface be used (or copied) quickly
> > to an OpenGL texture and used in a separate surface? If so how?
> > 3) If not, what would be the fastest way to get the camera preview out
> > of a SurfaceTexture and into OpenGL?
> > P.S. - I too followed suit and posted to StackOverflow:
>
> >http://stackoverflow.com/questions/8582090/possible-to-draw-on-surfac...
> > On Nov 23, 11:45 am, plafayette <[email protected]> wrote:
> > > Thanks for the quick response Romain and the sample code! Will give it
> > > a try.
>
> > > On Nov 23, 12:17 pm, Romain Guy <[email protected]> wrote:
>
> > > > GLSurfaceView handles GL setup for you, whichTextureViewwill not do. A
> > > >TextureViewcan be used as the native window when you create an EGL
> > > > surface. Here is an example (the interesting part is the call
> > > > to eglCreateWindowSurface()):
>
> > > >     @Override
> > > >     public void onSurfaceTextureAvailable(SurfaceTexture surface, int
> > > > width, int height) {
> > > >         mRenderThread = new RenderThread(getResources(), surface);
> > > >         mRenderThread.start();
> > > >     }
>
> > > >     private static class RenderThread extends Thread {
> > > >         private static final String LOG_TAG = "GLTextureView";
>
> > > >         static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
> > > >         static final int EGL_OPENGL_ES2_BIT = 4;
>
> > > >         private volatile boolean mFinished;
>
> > > >         private final Resources mResources;
> > > >         private final SurfaceTexture mSurface;
>
> > > >         private EGL10 mEgl;
> > > >         private EGLDisplay mEglDisplay;
> > > >         private EGLConfig mEglConfig;
> > > >         private EGLContext mEglContext;
> > > >         private EGLSurface mEglSurface;
> > > >         private GL mGL;
>
> > > >         RenderThread(Resources resources, SurfaceTexture surface) {
> > > >             mResources = resources;
> > > >             mSurface = surface;
> > > >         }
>
> > > >         private static final String sSimpleVS =
> > > >                 "attribute vec4 position;\n" +
> > > >                 "attribute vec2 texCoords;\n" +
> > > >                 "varying vec2 outTexCoords;\n" +
> > > >                 "\nvoid main(void) {\n" +
> > > >                 "    outTexCoords = texCoords;\n" +
> > > >                 "    gl_Position = position;\n" +
> > > >                 "}\n\n";
> > > >         private static final String sSimpleFS =
> > > >                 "precision mediump float;\n\n" +
> > > >                 "varying vec2 outTexCoords;\n" +
> > > >                 "uniform sampler2D texture;\n" +
> > > >                 "\nvoid main(void) {\n" +
> > > >                 "    gl_FragColor = texture2D(texture,
> > outTexCoords);\n" +
> > > >                 "}\n\n";
>
> > > >         private static final int FLOAT_SIZE_BYTES = 4;
> > > >         private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES =
> > 5 *
> > > > FLOAT_SIZE_BYTES;
> > > >         private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
> > > >         private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
> > > >         private final float[] mTriangleVerticesData = {
> > > >                 // X, Y, Z, U, V
> > > >                 -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
> > > >                  1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
> > > >                 -1.0f,  1.0f, 0.0f, 0.0f, 1.0f,
> > > >                  1.0f,  1.0f, 0.0f, 1.0f, 1.0f,
> > > >         };
>
> > > >         @Override
> > > >         public void run() {
> > > >             initGL();
>
> > > >             FloatBuffer triangleVertices =
> > > > ByteBuffer.allocateDirect(mTriangleVerticesData.length
> > > >                     *
> > > > FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
> > > >             triangleVertices.put(mTriangleVerticesData).position(0);
>
> > > >             int texture = loadTexture(R.drawable.large_photo);
> > > >             int program = buildProgram(sSimpleVS, sSimpleFS);
>
> > > >             int attribPosition = glGetAttribLocation(program,
> > "position");
> > > >             checkGlError();
>
> > > >             int attribTexCoords = glGetAttribLocation(program,
> > "texCoords");
> > > >             checkGlError();
>
> > > >             int uniformTexture = glGetUniformLocation(program,
> > "texture");
> > > >             checkGlError();
>
> > > >             glBindTexture(GL_TEXTURE_2D, texture);
> > > >             checkGlError();
>
> > > >             glUseProgram(program);
> > > >             checkGlError();
>
> > > >             glEnableVertexAttribArray(attribPosition);
> > > >             checkGlError();
>
> > > >             glEnableVertexAttribArray(attribTexCoords);
> > > >             checkGlError();
>
> > > >             glUniform1i(uniformTexture, texture);
> > > >             checkGlError();
>
> > > >             while (!mFinished) {
> > > >                 checkCurrent();
>
> > > >                 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
> > > >                 checkGlError();
>
> > > >                 glClear(GL_COLOR_BUFFER_BIT);
> > > >                 checkGlError();
>
> > > >                 // drawQuad
>
> > > > triangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
> > > >                 glVertexAttribPointer(attribPosition, 3, GL_FLOAT,
> > false,
> > > >                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
> > > > triangleVertices);
>
> > triangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
> > > >                 glVertexAttribPointer(attribTexCoords, 3, GL_FLOAT,
> > false,
> > > >                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
> > > > triangleVertices);
>
> > > >                 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
>
> > > >                 if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
> > > >                     throw new RuntimeException("Cannot swap buffers");
> > > >                 }
> > > >                 checkEglError();
>
> > > >                 try {
> > > >                     Thread.sleep(2000);
> > > >                 } catch (InterruptedException e) {
> > > >                     // Ignore
> > > >                 }
> > > >             }
>
> > > >             finishGL();
> > > >         }
>
> > > >         private int loadTexture(int resource) {
> > > >             int[] textures = new int[1];
>
> > > >             glActiveTexture(GL_TEXTURE0);
> > > >             glGenTextures(1, textures, 0);
> > > >             checkGlError();
>
> > > >             int texture = textures[0];
> > > >             glBindTexture(GL_TEXTURE_2D, texture);
> > > >             checkGlError();
>
> > > >             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
> > > > GL_LINEAR);
> > > >             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
> > > > GL_LINEAR);
>
> > > >             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
> > > > GL_CLAMP_TO_EDGE);
> > > >             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
> > > > GL_CLAMP_TO_EDGE);
>
> > > >             Bitmap bitmap = BitmapFactory.decodeResource(mResources,
> > > > resource);
>
> > > >             GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap,
> > > > GL_UNSIGNED_BYTE, 0);
> > > >             checkGlError();
>
> > > >             bitmap.recycle();
>
> > > >             return texture;
> > > >         }
>
> > > >         private int buildProgram(String vertex, String fragment) {
> > > >             int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
> > > >             if (vertexShader == 0) return 0;
>
> > > >             int fragmentShader = buildShader(fragment,
> > GL_FRAGMENT_SHADER);
> > > >             if (fragmentShader == 0) return 0;
>
> > > >             int program = glCreateProgram();
> > > >             glAttachShader(program, vertexShader);
> > > >             checkGlError();
>
> > > >             glAttachShader(program, fragmentShader);
> > > >             checkGlError();
>
> > > >             glLinkProgram(program);
> > > >             checkGlError();
>
> > > >             int[] status = new int[1];
> > > >             glGetProgramiv(program, GL_LINK_STATUS, status, 0);
> > > >             if (status[0] != GL_TRUE) {
> > > >                 String error = glGetProgramInfoLog(program);
> > > >                 Log.d(LOG_TAG, "Error while linking program:\n" +
> > error);
> > > >                 glDeleteShader(vertexShader);
> > > >                 glDeleteShader(fragmentShader);
> > > >                 glDeleteProgram(program);
> > > >                 return 0;
> > > >             }
>
> > > >             return program;
> > > >         }
>
> > > >         private int buildShader(String source, int type) {
> > > >             int shader = glCreateShader(type);
>
> > > >             glShaderSource(shader, source);
> > > >             checkGlError();
>
> > > >             glCompileShader(shader);
> > > >             checkGlError();
>
> > > >             int[] status = new int[1];
> > > >             glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0);
> > > >             if (status[0] != GL_TRUE) {
> > > >                 String error = glGetShaderInfoLog(shader);
> > > >                 Log.d(LOG_TAG, "Error while compiling shader:\n" +
> > error);
> > > >                 glDeleteShader(shader);
> > > >                 return 0;
> > > >             }
>
> ...
>
> read more »

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