I came up with simillar questions earlier, but they weren't good clarified and right now I would like to take an advice what's wrong I'm doing in my code.
So what I'm trying to do is rendering SurfaceTexture from Android plugin to Unity Texture2D.
Unity code:
public class AndroidHandler : MonoBehaviour {
[SerializeField]
private RawImage _rawImage;
private Texture2D _inputTexture;
private AndroidJavaObject androidStreamerObj;
private System.IntPtr _nativePtr;
void Start () {
_rawImage.material.SetTextureScale("_MainTex", new Vector2(-1, -1));
InitAndroidStreamerObject();
}
private void InitAndroidStreamerObject()
{
androidStreamerObj = new AndroidJavaObject("makeitbetter.figazzz.com.vitamiousing7.AndroidStreamer");
Int32 texPtr = androidStreamerObj.Call <Int32> ("GetTexturePtr");
Debug.Log("texture pointer? " + texPtr);
Texture2D nativeTexture = Texture2D.CreateExternalTexture (128, 128, TextureFormat.RGBA32 , false, false, new System.IntPtr(texPtr));
_rawImage.texture = nativeTexture;
}
public void StartStream()
{
string streamLink = "rtmp://live.hkstv.hk.lxdns.com/live/hks"; //"rtsp://wowzaec2demo.streamlock.net/vod/mp4:BigBuckBunny_115k.mov"; //"rtmp://live.hkstv.hk.lxdns.com/live/hks";
androidStreamerObj.Call("LaunchStream", streamLink);
}
void Update()
{
androidStreamerObj.Call("DrawFrame");
}
}
I'm asking my Android plugin to create openGLTexture and I'm using the pointer of the brand-new texture to allocate Texture2D in Unity.
Android plugin code:
public class AndroidStreamer {
private final int FLOAT_SIZE_BYTES = 4;
private final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private Activity _currActivity;
private VideoView _streamConnection;
private Surface _cachedSurface;
private SurfaceTexture _cachedSurfaceTexture;
private Boolean isNewFrame = false;
//open gl
private int texWidth = 128;
private int texHeight = 128;
private float[] mMVPMatrix = new float[16];
private float[] mSTMatrix = new float[16];
private int glProgram;
private int muMVPMatrixHandle;
private int muSTMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private int unityTextureID = -1;
private int mTextureId = -1; //surface texture id
private int idFBO = -1;
private int idRBO = -1;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -1.0f, 0, 0.f, 0.f,
1.0f, -1.0f, 0, 1.f, 0.f,
-1.0f, 1.0f, 0, 0.f, 1.f,
1.0f, 1.0f, 0, 1.f, 1.f,
};
private FloatBuffer mTriangleVertices;
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;
" +
"uniform mat4 uSTMatrix;
" +
"attribute vec4 aPosition;
" +
"attribute vec4 aTextureCoord;
" +
"varying vec2 vTextureCoord;
" +
"void main() {
" +
" gl_Position = uMVPMatrix * aPosition;
" +
" vTextureCoord = (uSTMatrix * aTextureCoord).xy;
" +
"}
";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require
" +
"precision mediump float;
" + // highp here doesn't seem to matter
"varying vec2 vTextureCoord;
" +
"uniform samplerExternalOES sTexture;
" +
"void main() {
" +
" gl_FragColor = texture2D(sTexture, vTextureCoord);
" +
"}
";
public AndroidStreamer() {
Log.d("Unity", "AndroidStreamer was initialized");
_currActivity = UnityPlayer.currentActivity;
Vitamio.isInitialized(_currActivity);
_currActivity.runOnUiThread(new Runnable() {
@Override
public void run() {
_streamConnection = new VideoView(_currActivity);
_currActivity.addContentView(_streamConnection, new FrameLayout.LayoutParams(100, 100));
}
});
mTriangleVertices = ByteBuffer.allocateDirect(
mTriangleVerticesData.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
Matrix.setIdentityM(mSTMatrix, 0);
initShaderProgram();
}
private void initShaderProgram()
{
Log.d("Unity", "initShaderProgram");
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
glProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(glProgram, vertexShader);
checkGlError("glAttachVertexShader");
GLES20.glAttachShader(glProgram, fragmentShader);
checkGlError("glAttachFragmentShader");
GLES20.glLinkProgram(glProgram);
checkGlError("glLinkProgram");
maPositionHandle = GLES20.glGetAttribLocation(glProgram, "aPosition");
checkLocation(maPositionHandle, "aPosition");
maTextureHandle = GLES20.glGetAttribLocation(glProgram, "aTextureCoord");
checkLocation(maTextureHandle, "aTextureCoord");
muMVPMatrixHandle = GLES20.glGetUniformLocation(glProgram, "uMVPMatrix");
checkLocation(muMVPMatrixHandle, "uVMPMatrix");
muSTMatrixHandle = GLES20.glGetUniformLocation(glProgram, "uSTMatrix");
checkLocation(muSTMatrixHandle, "uSTMatrix");
}
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("Unity", "Could not compile shader " + shaderType + ":");
Log.e("Unity", GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
private void checkLocation(int location, String label) {
if (location < 0) {
throw new RuntimeException("Unable to locate '" + label + "' in program");
}
}
private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e("Unity", op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
private void checkFrameBufferStatus()
{
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
checkGlError("glCheckFramebufferStatus");
switch (status)
{
case GLES20.GL_FRAMEBUFFER_COMPLETE:
Log.d("Unity", "complete");
break;
case GLES20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
Log.e("Unity", "incomplete attachment");
break;
case GLES20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
Log.e("Unity", "incomplete missing attachment");
break;
case GLES20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
Log.e("Unity", "incomplete dimensions");
break;
case GLES20.GL_FRAMEBUFFER_UNSUPPORTED:
Log.e("Unity", "framebuffer unsupported");
break;
default : Log.d("Unity", "default");
}
}
private void initGLTexture()
{
Log.d("Unity", "initGLTexture");
int textures[] = new int[1];
GLES20.glGenTextures(1, textures, 0);
checkGlError("glGenTextures initGLTexture");
mTextureId = textures[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
checkGlError("glActiveTexture initGLTexture");
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
checkGlError("glBindTexture initGLTexture");
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
checkGlError("glTexParameterf initGLTexture");
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
checkGlError("glTexParameterf initGLTexture");
}
public int GetTexturePtr()
{
Bitmap bitmap = Bitmap.createBitmap(texWidth, texHeight, Bitmap.Config.ARGB_8888);
for(int x = 0; x < texWidth; x++)
{
for (int y = 0; y < texHeight; y++)
{
bitmap.setPixel(x, y, Color.argb(155, 255, 50, 255));
}
}
Log.d("Unity", "Bitmap is: " + bitmap);
ByteBuffer buffer = ByteBuffer.allocate(bitmap.getByteCount());
bitmap.copyPixelsToBuffer(buffer);
//GLES20.glEnable(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
//checkGlError("glEnable GetTexturePtr");
int textures[] = new int[1];
GLES20.glGenTextures(1, textures, 0);
checkGlError("0");
unityTextureID = textures[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
checkGlError("1");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, unityTextureID);
checkGlError("2");
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, texWidth, texHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
checkGlError("12");
//GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//checkGlError("3");
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
checkGlError("4");
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
checkGlError("5");
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
checkGlError("6");
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
checkGlError("7");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
checkGlError("8");
setupBuffers();
Log.d("Unity", "texture id returned: " + unityTextureID);
return unityTextureID;
}
private void setupBuffers()
{
Log.d("Unity", "setupBuffers");
//framebuffer
int buffers[] = new int[1];
GLES20.glGenFramebuffers(1, buffers, 0);
checkGlError("9");
idFBO = buffers[0];
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, idFBO);
checkGlError("10");
//render buffer
int rbuffers[] = new int[1];
GLES20.glGenRenderbuffers(1, rbuffers, 0);
checkGlError("glGenRenderBuffers setupBuffers");
idRBO = rbuffers[0];
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, idRBO);
checkGlError("glBindRenderBuffer setupBuffers");
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_RGBA4, texWidth, texHeight);
checkGlError("glRenderBufferStorage setupBuffers");
GLES20.glFramebufferRenderbuffer(GLES20.GL_F