diff options
author | Sven Gothel <[email protected]> | 2012-04-16 21:18:03 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2012-04-16 21:18:03 +0200 |
commit | 35beeabffed61e1597aaffc0c5926ab5ef86d32e (patch) | |
tree | 6a7e91c07e7d61613b03f35a17486faf01b211fc /src/jogl/classes/com/jogamp/opengl | |
parent | 2f0583aad39f93a934629c21beac66a758373249 (diff) |
TextureSequence Shader Support; GLMediaPlayer uses 'int' where possible; General enhancments.
For details about TextureSequence/GLMediaPlayer shader collaboration w/ your own shader source,
see TextureSequence and TexCubeES2 / MovieSimple demo.
TextureSequence allows implementations to provide their own texture lookup function
which may provide color space conversion (YUV) .. or other runtime hw-accel features.
Have a look at the next commit, which provides an Libav/FFMpeg implementation w/ YUV/RGB shader conversion.
MovieCube adds keyboard control (Android: firm touch on display to launch keyboard, don't break it though :)
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/av/GLMediaPlayer.java | 44 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java | 153 |
2 files changed, 178 insertions, 19 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/av/GLMediaPlayer.java b/src/jogl/classes/com/jogamp/opengl/util/av/GLMediaPlayer.java index d86c8bfd0..8430d6137 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/av/GLMediaPlayer.java +++ b/src/jogl/classes/com/jogamp/opengl/util/av/GLMediaPlayer.java @@ -47,6 +47,15 @@ import com.jogamp.opengl.util.texture.TextureSequence; * <tr><td>{@link #pause()}</td> <td>Playing</td> <td>Paused</td></tr> * <tr><td>{@link #destroy(GL)}</td> <td>ANY</td> <td>Uninitialized</td></tr> * </table> + * <p> + * Variable type, value range and dimension has been chosen to suit embedded CPUs + * and characteristics of audio and video streaming. + * Milliseconds of type integer with a maximum value of {@link Integer#MAX_VALUE} + * will allow tracking time up 2,147,483.647 seconds or + * 24 days 20 hours 31 minutes and 23 seconds. + * Milliseconds granularity is also more than enough to deal with A-V synchronization, + * where the threshold usually lies within 100ms. + * </p> */ public interface GLMediaPlayer extends TextureSequence { public static final boolean DEBUG = Debug.debug("GLMediaPlayer"); @@ -57,6 +66,7 @@ public interface GLMediaPlayer extends TextureSequence { static final int EVENT_CHANGE_FPS = 1<<1; static final int EVENT_CHANGE_BPS = 1<<2; static final int EVENT_CHANGE_LENGTH = 1<<3; + static final int EVENT_CHANGE_CODEC = 1<<3; /** * @param mp the event source @@ -136,7 +146,7 @@ public interface GLMediaPlayer extends TextureSequence { /** * @return time current position in milliseconds **/ - public long getCurrentPosition(); + public int getCurrentPosition(); /** * Allowed in state Stopped, Playing and Paused, otherwise ignored. @@ -144,20 +154,26 @@ public interface GLMediaPlayer extends TextureSequence { * @param msec absolute desired time position in milliseconds * @return time current position in milliseconds, after seeking to the desired position **/ - public long seek(long msec); + public int seek(int msec); /** * {@inheritDoc} */ - public TextureSequence.TextureFrame getLastTexture(); + @Override + public TextureSequence.TextureFrame getLastTexture() throws IllegalStateException; /** * {@inheritDoc} * + * <p> + * In case the current state is not {@link State#Playing}, {@link #getLastTexture()} is returned. + * </p> + * * @see #addEventListener(GLMediaEventListener) * @see GLMediaEventListener#newFrameAvailable(GLMediaPlayer, long) */ - public TextureSequence.TextureFrame getNextTexture(GL gl, boolean blocking); + @Override + public TextureSequence.TextureFrame getNextTexture(GL gl, boolean blocking) throws IllegalStateException; public URLConnection getURLConnection(); @@ -182,19 +198,31 @@ public interface GLMediaPlayer extends TextureSequence { /** * @return total duration of stream in msec. */ - public long getDuration(); + public int getDuration(); /** * <i>Warning:</i> Optional information, may not be supported by implementation. * @return the overall bitrate of the stream. */ - public long getBitrate(); + public long getStreamBitrate(); /** * <i>Warning:</i> Optional information, may not be supported by implementation. + * @return video bitrate + */ + public int getVideoBitrate(); + + /** + * <i>Warning:</i> Optional information, may not be supported by implementation. + * @return the audio bitrate + */ + public int getAudioBitrate(); + + /** + * <i>Warning:</i> Optional information, may not be supported by implementation. * @return the framerate of the video */ - public int getFramerate(); + public float getFramerate(); public int getWidth(); @@ -207,5 +235,5 @@ public interface GLMediaPlayer extends TextureSequence { public void removeEventListener(GLMediaEventListener l); public GLMediaEventListener[] getEventListeners(); - + } diff --git a/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java b/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java index e6d21c613..5ee2104a3 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java +++ b/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java @@ -29,23 +29,98 @@ package com.jogamp.opengl.util.texture; import javax.media.opengl.GL; +/** + * Protocol for texture sequences, like animations, movies, etc. + * <p> + * Ensure to respect the texture coordinates provided by + * {@link TextureFrame}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getImageTexCoords() getImageTexCoords()}. + * </p> + * The user's shader shall be fitted for this implementation. + * Assuming we use a base shader code w/o headers using </code>ShaderCode</code>. + * (Code copied from unit test / demo <code>TexCubeES2</code>) + * <pre> + * + static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" }; + static final String gl2_prelude = "#version 110\n"; + static final String shaderBasename = "texsequence_xxx"; // the base shader code w/o headers + static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function + + private void initShader(GL2ES2 gl, TextureSequence texSeq) { + // Create & Compile the shader objects + ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class, + "shader", "shader/bin", shaderBasename, true); + ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class, + "shader", "shader/bin", shaderBasename, true); + + // Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ] + int rsFpPos; + if(gl.isGLES2()) { + // insert ES2 version string in beginning + rsVp.insertShaderSource(0, 0, es2_prelude[0]); + rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]); + } else { + // insert GL2 version string in beginning + rsVp.insertShaderSource(0, 0, gl2_prelude); + rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude); + } + // insert required extensions as determined by TextureSequence implementation. + rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub()); + if(gl.isGLES2()) { + // insert ES2 default precision declaration + rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]); + } + // negotiate the texture lookup function name + final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName); + + // in case a fixed lookup function is being chosen, replace the name in our code + rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName); + + // Cache the TextureSequence shader details in StringBuffer: + final StringBuilder sFpIns = new StringBuilder(); + + // .. declaration of the texture sampler using the implementation specific type + sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n"); + + // .. the actual texture lookup function, maybe null in case a built-in function is being used + sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl()); + + // Now insert the TextureShader details in our shader after the given tag: + rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns); + + // Create & Link the shader program + ShaderProgram sp = new ShaderProgram(); + sp.add(rsVp); + sp.add(rsFp); + if(!sp.link(gl, System.err)) { + throw new GLException("Couldn't link program: "+sp); + } + ... + * </pre> + * The above procedure might look complicated, however, it allows most flexibility and + * workarounds to also deal with GLSL bugs. + * + */ public interface TextureSequence { - + public static final String GL_OES_EGL_image_external_Required_Prelude = "#extension GL_OES_EGL_image_external : enable\n"; + public static final String GL_OES_EGL_image_external = "GL_OES_EGL_image_external"; + public static final String samplerExternalOES = "samplerExternalOES"; + public static final String sampler2D = "sampler2D"; + + /** + * Texture holder interface, maybe specialized by implementation + * to associated related data. + */ public static class TextureFrame { public TextureFrame(Texture t) { texture = t; - // stMatrix = new float[4*4]; - // ProjectFloat.makeIdentityf(stMatrix, 0); } public final Texture getTexture() { return texture; } - // public final float[] getSTMatrix() { return stMatrix; } public String toString() { return "TextureFrame[" + texture + "]"; } protected final Texture texture; - // protected final float[] stMatrix; } public interface TexSeqEventListener<T extends TextureSequence> { @@ -57,8 +132,7 @@ public interface TextureSequence { public void newFrameAvailable(T ts, long when); } - public int getTextureTarget(); - + /** Return the texture unit to be used with this frame. */ public int getTextureUnit(); public int[] getTextureMinMagFilter(); @@ -66,15 +140,17 @@ public interface TextureSequence { public int[] getTextureWrapST(); /** - * Returns the last updated texture. + * Returns the last updated texture. * <p> * In case the instance is just initialized, it shall return a <code>TextureFrame</code> * object with valid attributes. The texture content may be undefined * until the first call of {@link #getNextTexture(GL, boolean)}.<br> * </p> - * Not blocking. + * Not blocking. + * + * @throws IllegalStateException if instance is not initialized */ - public TextureFrame getLastTexture(); + public TextureFrame getLastTexture() throws IllegalStateException ; /** * Returns the next texture to be rendered. @@ -85,6 +161,61 @@ public interface TextureSequence { * <p> * Shall return <code>null</code> in case <i>no</i> frame is available. * </p> + * + * @throws IllegalStateException if instance is not initialized + */ + public TextureFrame getNextTexture(GL gl, boolean blocking) throws IllegalStateException ; + + /** + * In case a shader extension is required, based on the implementation + * and the runtime GL profile, this method returns the preprocessor macros, e.g.: + * <pre> + * #extension GL_OES_EGL_image_external : enable + * </pre> + * + * @throws IllegalStateException if instance is not initialized + */ + public String getRequiredExtensionsShaderStub() throws IllegalStateException ; + + /** + * Returns either <code>sampler2D</code> or <code>samplerExternalOES</code> + * depending on {@link #getLastTexture()}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getTarget() getTarget()}. + * + * @throws IllegalStateException if instance is not initialized + **/ + public String getTextureSampler2DType() throws IllegalStateException ; + + /** + * @param desiredFuncName desired lookup function name. If <code>null</code> or ignored by the implementation, + * a build-in name is returned. + * @return the final lookup function name + * + * @see {@link #getTextureLookupFragmentShaderImpl()} + * + * @throws IllegalStateException if instance is not initialized + */ + public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException ; + + /** + * Returns the complete texture2D lookup function code of type + * <pre> + * vec4 <i>funcName</i>(in <i>getTextureSampler2DType()</i> image, in vec2 texCoord) { + * vec4 texColor = do_something_with(image, texCoord); + * return texColor; + * } + * </pre> + * <p> + * <i>funcName</i> can be negotiated and queried via {@link #getTextureLookupFunctionName(String)}. + * </p> + * Note: This function may return an empty string in case a build-in lookup + * function is being chosen. If the implementation desires so, + * {@link #getTextureLookupFunctionName(String)} will ignore the desired function name + * and returns the build-in lookup function name. + * </p> + * @see #getTextureLookupFunctionName(String) + * @see #getTextureSampler2DType() + * + * @throws IllegalStateException if instance is not initialized */ - public TextureFrame getNextTexture(GL gl, boolean blocking); + public String getTextureLookupFragmentShaderImpl() throws IllegalStateException ; }
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