public override void onDrawFrame(GL10 gl) { mFrameLock.@lock(); if (mCurrentFrame != null && !mVideoDisabled) { GLES20.glUseProgram(mProgram); if (mTextureWidth != mCurrentFrame.Width || mTextureHeight != mCurrentFrame.Height) { setupTextures(mCurrentFrame); } updateTextures(mCurrentFrame); Matrix.setIdentityM(mScaleMatrix, 0); float scaleX = 1.0f, scaleY = 1.0f; float ratio = (float)mCurrentFrame.Width / mCurrentFrame.Height; float vratio = (float)mViewportWidth / mViewportHeight; if (mVideoFitEnabled) { if (ratio > vratio) { scaleY = vratio / ratio; } else { scaleX = ratio / vratio; } } else { if (ratio < vratio) { scaleY = vratio / ratio; } else { scaleX = ratio / vratio; } } Matrix.scaleM(mScaleMatrix, 0, scaleX * (mCurrentFrame.MirroredX ? -1.0f : 1.0f), scaleY, 1); int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mScaleMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.Length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer); } else { //black frame when video is disabled gl.glClearColor(0, 0, 0, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } mFrameLock.unlock(); }
public override void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0, 0, 0, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES // Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex // shader to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment // shader to // program GLES20.glLinkProgram(mProgram); int positionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); int textureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, COORDS_PER_VERTEX * 4, mVertexBuffer); GLES20.glEnableVertexAttribArray(positionHandle); GLES20.glVertexAttribPointer(textureHandle, TEXTURECOORDS_PER_VERTEX, GLES20.GL_FLOAT, false, TEXTURECOORDS_PER_VERTEX * 4, mTextureBuffer); GLES20.glEnableVertexAttribArray(textureHandle); GLES20.glUseProgram(mProgram); int i = GLES20.glGetUniformLocation(mProgram, "Ytex"); GLES20.glUniform1i(i, 0); // Bind Ytex to texture unit 0 i = GLES20.glGetUniformLocation(mProgram, "Utex"); GLES20.glUniform1i(i, 1); // Bind Utex to texture unit 1 i = GLES20.glGetUniformLocation(mProgram, "Vtex"); GLES20.glUniform1i(i, 2); // Bind Vtex to texture unit 2 mTextureWidth = 0; mTextureHeight = 0; }