Representación de SurfaceTexture a Unity Texture2D

Se me ocurrieron preguntas similares anteriormente, pero no estaban bien aclaradas y en este momento me gustaría tomar un consejo sobre lo que estoy haciendo mal en mi código.

Entonces, lo que intento hacer es renderizar SurfaceTexture desde el complemento de Android a Unity Texture2D.

Aquí está mi código de Unity:

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");
    }
}

Como puede ver, es bastante básico. Le pido a mi complemento de Android que cree openGLTexture y estoy usando el puntero de la nueva textura para asignar Texture2D en Unity.

Entonces mi código de complemento de Android:

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;\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 fragmentShaderCode =
            "#extension GL_OES_EGL_image_external : require\n" +
                    "precision mediump float;\n" +      // highp here doesn't seem to matter
                    "varying vec2 vTextureCoord;\n" +
                    "uniform samplerExternalOES sTexture;\n" +
                    "void main() {\n" +
                    "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
                    "}\n";

    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_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER, idRBO);
        checkGlError("glFramebufferRenderbuffer setupBuffers");

        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, unityTextureID, 0);
        checkGlError("glFrameBufferTexture2D");

        checkFrameBufferStatus();

        GLES20.glClearColor(1.0f, 0.5f, 0.0f, 1.0f);
        checkGlError("glClearColor setupBuffers");
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        checkGlError("glClear setupBuffers");
    }

    public void DrawFrame()
    {
        if(isNewFrame && mSTMatrix != null) {

            int[] testBuffer = new int[1];
            GLES20.glGetIntegerv(GLES20.GL_FRAMEBUFFER_BINDING, testBuffer, 0);

            Log.d("Unity", "DrawFrame binded = " + testBuffer[0] + " idFBO = " + idFBO);

            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, idFBO);
            checkGlError("glBindFrameBuffer DrawFrame");

            GLES20.glClearColor(0.0f, 1.0f, 0.2f, 1.0f);
            checkGlError("glClearColor DrawFrame");
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
            checkGlError("glClear DrawFrame");

            GLES20.glUseProgram(glProgram);
            checkGlError("glUseProgram DrawFrame");

            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            checkGlError("glActiveTexture DrawFrame");
            GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
            checkGlError("glBindTexture DrawFrame");

            mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
            GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
            checkGlError("glVertexAttribPointer DrawFrame");
            GLES20.glEnableVertexAttribArray(maTextureHandle);
            checkGlError("glEnableVertexAttribArray DrawFrame");

            Matrix.setIdentityM(mMVPMatrix, 0);
            GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
            checkGlError("glUniformMatrix4fv MVP onFrameAvailable");
            GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
            checkGlError("glUniformMatrix4fv ST onFrameAvailable");

            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
            checkGlError("glDrawArrays onFrameAvailable");

            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
            checkGlError("glBindFrameBuffer 0 onFrameAvailable");
            GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
            checkGlError("glBindTexture onFrameAvailable");

            isNewFrame = false;
        }
    }

    public void LaunchStream(String streamLink) {

        final String path = streamLink; //"http://dlqncdn.miaopai.com/stream/MVaux41A4lkuWloBbGUGaQ__.mp4"; //"rtmp://live.hkstv.hk.lxdns.com/live/hks";
        Log.i("Unity", "hop hop1 = " + path);

        _currActivity.runOnUiThread(new Runnable() {
            @Override
            public void run() {

                _streamConnection.setVideoPath(path);
                _streamConnection.setMediaController(new MediaController(_currActivity));
                _streamConnection.requestFocus();

                _streamConnection.setOnErrorListener(new MediaPlayer.OnErrorListener() {
                    @Override
                    public boolean onError(MediaPlayer mp, int what, int extra) {
                        Log.i("Unity", "some error, I don't know. what = " + what + " extra = " + extra);
                        return false;
                    }
                });

                _streamConnection.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {

                    @Override
                    public void onPrepared(MediaPlayer mediaPlayer) {
                        // optional need Vitamio 4.0
                        Log.i("Unity", "hop hop5");
                        mediaPlayer.setPlaybackSpeed(1.0f);

                    }
                });

                initGLTexture();

                _cachedSurfaceTexture = new SurfaceTexture(mTextureId);
                _cachedSurfaceTexture.setDefaultBufferSize(texWidth, texHeight);

                _cachedSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
                    @Override
                    public void onFrameAvailable(SurfaceTexture surfaceTexture) {
                        synchronized (this) {
                            surfaceTexture.updateTexImage();

                            mSTMatrix = new float[16];
                            surfaceTexture.getTransformMatrix(mSTMatrix);
                            isNewFrame = true;
                        }
                    }
                });

                _cachedSurface = new Surface(_cachedSurfaceTexture);
                _streamConnection.setSurfaceToPlayer(_cachedSurface);

                Log.i("Unity", "You're the best around!");
            }
        });
    }
}

Decidí proporcionar todo el código de mi complemento de Android para dar una comprensión más clara de la situación que estoy teniendo. Básicamente, lo que estoy tratando de hacer: 1) Llamo método "GetTexturePtr"desde el lado de la Unidad, creaGL_TEXTURE_2D textura que aplico a Unity Texture2D. También en el lado de Android configuro el marco y renderizo buffers para cambiar el color de esta textura. Funciona bien porque se llena de color perfectamente. 2) Luego llamo al método "LaunchStream", donde creaGL_TEXTURE_EXTERNAL_OES textura (en "initGLTexture()") y esta textura se aplica a SurfaceTexture. 3) También en la UnidadUpdate() método que yo llamo método android "DrawFrame()"que debería actualizar mi textura de Unity de acuerdo con los cambios de SurfaceTexture.

En este momento estoy teniendo el glError 1282 enGLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId); y, por supuesto, la textura simplemente se llena de color verde aquí

GLES20.glClearColor(0.0f, 1.0f, 0.2f, 1.0f);
            checkGlError("glClearColor DrawFrame");

¿Qué estoy haciendo mal?

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