I have successfully bind 2 external OES texture to my shader. Now I want each texture to take 1/2 of the screen(Left for one texture right for another). How do I go about doing it? Example: http://vicceskep.hu/kepek/vicces_funny_007445.jpg random image from google
Showing a full picture of each picture. It will be nice to have an efficient method to do it. The code that I am currently referencing from is the bikflake/ grafika code from github. Visit http://bigflake.com/mediacodec/CameraToMpegTest.java.txt To check the code out.
Okay I think i will really give in depth clarification for my question as I do not have much knowledge about 3d projections in open GL. Sorry for the numerous edits on the question. This is my Vertex Shader code currently
private static final String VERTEX_SHADER =
// UMVPMATRIX IS AN IDENTITY MATRIX
"uniform mat4 uMVPMatrix;\n" +
//These are surfacetexture.getTransformationMatrix
"uniform mat4 uSTMatrixOne;\n" +
"uniform mat4 uSTMatrixTwo;\n" +
"attribute vec4 aPosition;\n" +
"attribute vec4 aTextureCoord;\n" +
"varying vec2 vTextureCoord;\n" +
"varying vec2 vTextureCoordTwo;\n" +
"void main() {\n" +
" gl_Position = uMVPMatrix * aPosition;\n" +
" vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
" vTextureCoordTwo = (uSTMatrixTwo* aTextureCoord).xy ;\n" +
"}\n";
This is my Fragment Shader code currently which does a overlay currently.
private static final String FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;\n" + // highp here doesn't seem to matter
"varying vec2 vTextureCoord;\n" +
"varying vec2 vTextureCoordTwo;\n" +
"uniform samplerExternalOES sTextureOne;\n" +
"uniform samplerExternalOES sTextureTwo;\n" +
"void main() {\n" +
" lowp vec4 pixelTop = texture2D(sTextureOne, vTextureCoord);\n" +
" lowp vec4 pixelBot = texture2D(sTextureTwo, vTextureCoordTwo);" +
" gl_FragColor = pixelTop + pixelBot;\n" +
"}\n";
As for the aPosition and the a texture coordinate it is currently referenced from. It would be nice if someone explained how mTraingleVerticesData works too.
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,
};
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
My 2 external projection binding currently
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
//Cam Code
//Set texture to be active
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTwoTextureID);
Yea I finally got it.I used 2 different programs to draw and used mTriangleVerticesData to edit the image proportions and use gl_position to shift the image.