content: /*
   * Copyright (C) 2014 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 com.example.nativecodec;
  
  import android.graphics.SurfaceTexture;
  import android.util.Log;
  
  import java.nio.ByteBuffer;
  import java.nio.ByteOrder;
  import java.nio.FloatBuffer;
  
  import javax.microedition.khronos.egl.EGLConfig;
  import javax.microedition.khronos.opengles.GL10;
  
  import android.content.Context;
  import android.opengl.GLES20;
  import android.opengl.GLSurfaceView;
  import android.opengl.Matrix;
  import android.os.SystemClock;
  import android.util.AttributeSet;
  
  public class MyGLSurfaceView extends GLSurfaceView {
  
      MyRenderer mRenderer;
  
      public MyGLSurfaceView(Context context) {
          this(context, null);
      }
  
      public MyGLSurfaceView(Context context, AttributeSet attributeSet) {
          super(context, attributeSet);
          init();
      }
  
      private void init() {
          setEGLContextClientVersion(2);
          mRenderer = new MyRenderer();
          setRenderer(mRenderer);
          Log.i("@@@", "setrenderer");
      }
  
      @Override
      public void onPause() {
          mRenderer.onPause();
          super.onPause();
      }
  
      @Override
      public void onResume() {
          super.onResume();
          mRenderer.onResume();
      }
  
      public SurfaceTexture getSurfaceTexture() {
          return mRenderer.getSurfaceTexture();
      }
  }
  
  class MyRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
  
      public MyRenderer() {
          mVertices = ByteBuffer.allocateDirect(mVerticesData.length
                  * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
          mVertices.put(mVerticesData).position(0);
  
          Matrix.setIdentityM(mSTMatrix, 0);
      }
      public void onPause() {
      }
  
      public void onResume() {
          mLastTime = SystemClock.elapsedRealtimeNanos();
      }
  
      @Override
      public void onDrawFrame(GL10 glUnused) {
          synchronized(this) {
              if (updateSurface) {
                  mSurface.updateTexImage();
  
                  mSurface.getTransformMatrix(mSTMatrix);
                  updateSurface = false;
              }
          }
  
          // Ignore the passed-in GL10 interface, and use the GLES20
          // class's static methods instead.
          GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
          GLES20.glUseProgram(mProgram);
          checkGlError("glUseProgram");
  
          GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
          GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
  
          mVertices.position(VERTICES_DATA_POS_OFFSET);
          GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
                  VERTICES_DATA_STRIDE_BYTES, mVertices);
          checkGlError("glVertexAttribPointer maPosition");
          GLES20.glEnableVertexAttribArray(maPositionHandle);
          checkGlError("glEnableVertexAttribArray maPositionHandle");
  
          mVertices.position(VERTICES_DATA_UV_OFFSET);
          GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
                  VERTICES_DATA_STRIDE_BYTES, mVertices);
          checkGlError("glVertexAttribPointer maTextureHandle");
          GLES20.glEnableVertexAttribArray(maTextureHandle);
          checkGlError("glEnableVertexAttribArray maTextureHandle");
  
          long now = SystemClock.elapsedRealtimeNanos();
          mRunTime += (now - mLastTime);
          mLastTime = now;
          double d = ((double)mRunTime) / 1000000000;
          Matrix.setIdentityM(mMMatrix, 0);
          Matrix.rotateM(mMMatrix, 0, 30, (float)Math.sin(d), (float)Math.cos(d), 0);
          Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
          Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
  
          GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
          GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
  
          GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
          checkGlError("glDrawArrays");
      }
  
      @Override
      public void onSurfaceChanged(GL10 glUnused, int width, int height) {
          // Ignore the passed-in GL10 interface, and use the GLES20
          // class's static methods instead.
          GLES20.glViewport(0, 0, width, height);
          mRatio = (float) width / height;
          Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
      }
  
      @Override
      public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
          // Ignore the passed-in GL10 interface, and use the GLES20
          // class's static methods instead.
  
          /* Set up alpha blending and an Android background color */
          GLES20.glEnable(GLES20.GL_BLEND);
          GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
          GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
  
          /* Set up shaders and handles to their variables */
          mProgram = createProgram(mVertexShader, mFragmentShader);
          if (mProgram == 0) {
              return;
          }
          maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
          checkGlError("glGetAttribLocation aPosition");
          if (maPositionHandle == -1) {
              throw new RuntimeException("Could not get attrib location for aPosition");
          }
          maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
          checkGlError("glGetAttribLocation aTextureCoord");
          if (maTextureHandle == -1) {
              throw new RuntimeException("Could not get attrib location for aTextureCoord");
          }
  
          muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
          checkGlError("glGetUniformLocation uMVPMatrix");
          if (muMVPMatrixHandle == -1) {
              throw new RuntimeException("Could not get attrib location for uMVPMatrix");
          }
  
          muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
          checkGlError("glGetUniformLocation uSTMatrix");
          if (muSTMatrixHandle == -1) {
              throw new RuntimeException("Could not get attrib location for uSTMatrix");
          }
  
          /*
           * Create our texture. This has to be done each time the
           * surface is created.
           */
  
          int[] textures = new int[1];
          GLES20.glGenTextures(1, textures, 0);
  
          mTextureID = textures[0];
          GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
          checkGlError("glBindTexture mTextureID");
  
          // Can't do mipmapping with camera source
          GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
                  GLES20.GL_NEAREST);
          GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
                  GLES20.GL_LINEAR);
          // Clamp to edge is the only option
          GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
                  GLES20.GL_CLAMP_TO_EDGE);
          GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
                  GLES20.GL_CLAMP_TO_EDGE);
          checkGlError("glTexParameteri mTextureID");
  
          /*
           * Create the SurfaceTexture that will feed this textureID, and pass it to the camera
           */
  
          mSurface = new SurfaceTexture(mTextureID);
          mSurface.setOnFrameAvailableListener(this);
  
          Matrix.setLookAtM(mVMatrix, 0, 0, 0, 4f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
  
          synchronized(this) {
              updateSurface = false;
          }
      }
  
      @Override
      synchronized public void onFrameAvailable(SurfaceTexture surface) {
          /* For simplicity, SurfaceTexture calls here when it has new
           * data available.  Call may come in from some random thread,
           * so let's be safe and use synchronize. No OpenGL calls can be done here.
           */
          updateSurface = true;
          //Log.v(TAG, "onFrameAvailable " + surface.getTimestamp());
      }
  
      private int loadShader(int shaderType, String source) {
          int shader = GLES20.glCreateShader(shaderType);
          if (shader != 0) {
              GLES20.glShaderSource(shader, source);
              GLES20.glCompileShader(shader);
              int[] compiled = new int[1];
              GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
              if (compiled[0] == 0) {
                  Log.e(TAG, "Could not compile shader " + shaderType + ":");
                  Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
                  GLES20.glDeleteShader(shader);
                  shader = 0;
              }
          }
          return shader;
      }
  
      private int createProgram(String vertexSource, String fragmentSource) {
          int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
          if (vertexShader == 0) {
              return 0;
          }
          int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
          if (pixelShader == 0) {
              return 0;
          }
  
          int program = GLES20.glCreateProgram();
          if (program != 0) {
              GLES20.glAttachShader(program, vertexShader);
              checkGlError("glAttachShader");
              GLES20.glAttachShader(program, pixelShader);
              checkGlError("glAttachShader");
              GLES20.glLinkProgram(program);
              int[] linkStatus = new int[1];
              GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
              if (linkStatus[0] != GLES20.GL_TRUE) {
                  Log.e(TAG, "Could not link program: ");
                  Log.e(TAG, GLES20.glGetProgramInfoLog(program));
                  GLES20.glDeleteProgram(program);
                  program = 0;
              }
          }
          return program;
      }
  
      private void checkGlError(String op) {
          int error;
          while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
              Log.e(TAG, op + ": glError " + error);
              throw new RuntimeException(op + ": glError " + error);
          }
      }
  
      private static final int FLOAT_SIZE_BYTES = 4;
      private static final int VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
      private static final int VERTICES_DATA_POS_OFFSET = 0;
      private static final int VERTICES_DATA_UV_OFFSET = 3;
      private final float[] mVerticesData = {
          // X, Y, Z, U, V
          -1.25f, -1.0f, 0, 0.f, 0.f,
           1.25f, -1.0f, 0, 1.f, 0.f,
          -1.25f,  1.0f, 0, 0.f, 1.f,
           1.25f,  1.0f, 0, 1.f, 1.f,
      };
  
      private FloatBuffer mVertices;
  
      private final String mVertexShader =
          "uniform mat4 uMVPMatrix;\n" +
          "uniform mat4 uSTMatrix;\n" +
          "attribute vec4 aPosition;\n" +
          "attribute vec4 aTextureCoord;\n" +
          "varying vec2 vTextureCoord;\n" +
          "void main() {\n" +
          "  gl_Position = uMVPMatrix * aPosition;\n" +
          "  vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
          "}\n";
  
      private final String mFragmentShader =
          "#extension GL_OES_EGL_image_external : require\n" +
          "precision mediump float;\n" +
          "varying vec2 vTextureCoord;\n" +
          "uniform samplerExternalOES sTexture;\n" +
          "void main() {\n" +
          "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
          "}\n";
  
      private float[] mMVPMatrix = new float[16];
      private float[] mProjMatrix = new float[16];
      private float[] mMMatrix = new float[16];
      private float[] mVMatrix = new float[16];
      private float[] mSTMatrix = new float[16];
  
      private int mProgram;
      private int mTextureID;
      private int muMVPMatrixHandle;
      private int muSTMatrixHandle;
      private int maPositionHandle;
      private int maTextureHandle;
  
      private float mRatio = 1.0f;
      private SurfaceTexture mSurface;
      private boolean updateSurface = false;
      private long mLastTime = -1;
      private long mRunTime = 0;
  
      private static final String TAG = "MyRenderer";
  
      // Magic key
      private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
  
      public SurfaceTexture getSurfaceTexture() {
          return mSurface;
      }
  }
  