I'm trying to use the Sceneform framework from ARCore to play a video, based on the chromakeyVideo example project.
While creating the model:
ModelRenderable.builder()
.setSource(this, R.raw.chroma_key_video)
.build()
.thenAccept(
renderable -> {
videoRenderable = renderable;
renderable.getMaterial().setExternalTexture("videoTexture", texture);
renderable.getMaterial().setFloat4("keyColor", CHROMA_KEY_COLOR);
})
.exceptionally(
throwable -> {
Toast toast =
Toast.makeText(this, "Unable to load video renderable", Toast.LENGTH_LONG);
toast.setGravity(Gravity.CENTER, 0, 0);
toast.show();
return null;
});
The code sets the keycolor to delete from the rendering (green, in this case), but I don't want any color to be removed from my render. This is the line that sets that property:
renderable.getMaterial().setFloat4("keyColor", CHROMA_KEY_COLOR);
If I comment the line or replace the color with null, the color that is deleted is black. I don't see how to skip this process, and the documentation I found for the setFloat4 is incomplete.
Any ideas?
It is probably easier to create a new custom material that just uses the external texture vs. making the chromakeying optional. You can create a new .mat file in the sampledata/models directory named externalTexture.mat
:
// Copyright 2018 Google LLC. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
"name" : "Chroma Key Video Material",
"defines" : [
"baseColor"
],
"parameters" : [
{
// The texture displaying the frames of the video.
"type" : "samplerExternal",
"name" : "videoTexture"
}
],
"requires" : [
"position",
"uv0"
],
"shadingModel" : "unlit",
// Blending is "masked" instead of "transparent" so that the shadows account for the
// transparent regions of the video instead of just the shape of the mesh.
"blending" : "masked",
// Material is double sided so that the video is visible when walking behind it.
"doubleSided" : true
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
vec2 uv = getUV0();
if (!gl_FrontFacing) {
uv.x = 1.0 - uv.x;
}
material.baseColor = texture(materialParams_videoTexture, uv).rgba;
}
}
Then in your .sfa file change the material source to externalTexture.mat:
source: "sampledata/models/externalTexture.mat",