com.google.android.exoplayer2.video.spherical.Projection.SubMesh Java Examples

The following examples show how to use com.google.android.exoplayer2.video.spherical.Projection.SubMesh. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: ProjectionDecoder.java    From MediaSDK with Apache License 2.0 4 votes vote down vote up
private static @Nullable Mesh parseMesh(ParsableByteArray input) {
  // Read the coordinates.
  int coordinateCount = input.readInt();
  if (coordinateCount > MAX_COORDINATE_COUNT) {
    return null;
  }
  float[] coordinates = new float[coordinateCount];
  for (int coordinate = 0; coordinate < coordinateCount; coordinate++) {
    coordinates[coordinate] = input.readFloat();
  }
  // Read the vertices.
  int vertexCount = input.readInt();
  if (vertexCount > MAX_VERTEX_COUNT) {
    return null;
  }

  final double log2 = Math.log(2.0);
  int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2);

  ParsableBitArray bitInput = new ParsableBitArray(input.data);
  bitInput.setPosition(input.getPosition() * 8);
  float[] vertices = new float[vertexCount * 5];
  int[] coordinateIndices = new int[5];
  int vertexIndex = 0;
  for (int vertex = 0; vertex < vertexCount; vertex++) {
    for (int i = 0; i < 5; i++) {
      int coordinateIndex =
          coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits));
      if (coordinateIndex >= coordinateCount || coordinateIndex < 0) {
        return null;
      }
      vertices[vertexIndex++] = coordinates[coordinateIndex];
      coordinateIndices[i] = coordinateIndex;
    }
  }

  // Pad to next byte boundary
  bitInput.setPosition(((bitInput.getPosition() + 7) & ~7));

  int subMeshCount = bitInput.readBits(32);
  SubMesh[] subMeshes = new SubMesh[subMeshCount];
  for (int i = 0; i < subMeshCount; i++) {
    int textureId = bitInput.readBits(8);
    int drawMode = bitInput.readBits(8);
    int triangleIndexCount = bitInput.readBits(32);
    if (triangleIndexCount > MAX_TRIANGLE_INDICES) {
      return null;
    }
    int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2);
    int index = 0;
    float[] triangleVertices = new float[triangleIndexCount * 3];
    float[] textureCoords = new float[triangleIndexCount * 2];
    for (int counter = 0; counter < triangleIndexCount; counter++) {
      index += decodeZigZag(bitInput.readBits(vertexCountSizeBits));
      if (index < 0 || index >= vertexCount) {
        return null;
      }
      triangleVertices[counter * 3] = vertices[index * 5];
      triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1];
      triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2];
      textureCoords[counter * 2] = vertices[index * 5 + 3];
      textureCoords[counter * 2 + 1] = vertices[index * 5 + 4];
    }
    subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode);
  }
  return new Mesh(subMeshes);
}
 
Example #2
Source File: ProjectionDecoder.java    From Telegram-FOSS with GNU General Public License v2.0 4 votes vote down vote up
private static @Nullable Mesh parseMesh(ParsableByteArray input) {
  // Read the coordinates.
  int coordinateCount = input.readInt();
  if (coordinateCount > MAX_COORDINATE_COUNT) {
    return null;
  }
  float[] coordinates = new float[coordinateCount];
  for (int coordinate = 0; coordinate < coordinateCount; coordinate++) {
    coordinates[coordinate] = input.readFloat();
  }
  // Read the vertices.
  int vertexCount = input.readInt();
  if (vertexCount > MAX_VERTEX_COUNT) {
    return null;
  }

  final double log2 = Math.log(2.0);
  int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2);

  ParsableBitArray bitInput = new ParsableBitArray(input.data);
  bitInput.setPosition(input.getPosition() * 8);
  float[] vertices = new float[vertexCount * 5];
  int[] coordinateIndices = new int[5];
  int vertexIndex = 0;
  for (int vertex = 0; vertex < vertexCount; vertex++) {
    for (int i = 0; i < 5; i++) {
      int coordinateIndex =
          coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits));
      if (coordinateIndex >= coordinateCount || coordinateIndex < 0) {
        return null;
      }
      vertices[vertexIndex++] = coordinates[coordinateIndex];
      coordinateIndices[i] = coordinateIndex;
    }
  }

  // Pad to next byte boundary
  bitInput.setPosition(((bitInput.getPosition() + 7) & ~7));

  int subMeshCount = bitInput.readBits(32);
  SubMesh[] subMeshes = new SubMesh[subMeshCount];
  for (int i = 0; i < subMeshCount; i++) {
    int textureId = bitInput.readBits(8);
    int drawMode = bitInput.readBits(8);
    int triangleIndexCount = bitInput.readBits(32);
    if (triangleIndexCount > MAX_TRIANGLE_INDICES) {
      return null;
    }
    int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2);
    int index = 0;
    float[] triangleVertices = new float[triangleIndexCount * 3];
    float[] textureCoords = new float[triangleIndexCount * 2];
    for (int counter = 0; counter < triangleIndexCount; counter++) {
      index += decodeZigZag(bitInput.readBits(vertexCountSizeBits));
      if (index < 0 || index >= vertexCount) {
        return null;
      }
      triangleVertices[counter * 3] = vertices[index * 5];
      triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1];
      triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2];
      textureCoords[counter * 2] = vertices[index * 5 + 3];
      textureCoords[counter * 2 + 1] = vertices[index * 5 + 4];
    }
    subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode);
  }
  return new Mesh(subMeshes);
}
 
Example #3
Source File: ProjectionDecoder.java    From Telegram with GNU General Public License v2.0 4 votes vote down vote up
private static @Nullable Mesh parseMesh(ParsableByteArray input) {
  // Read the coordinates.
  int coordinateCount = input.readInt();
  if (coordinateCount > MAX_COORDINATE_COUNT) {
    return null;
  }
  float[] coordinates = new float[coordinateCount];
  for (int coordinate = 0; coordinate < coordinateCount; coordinate++) {
    coordinates[coordinate] = input.readFloat();
  }
  // Read the vertices.
  int vertexCount = input.readInt();
  if (vertexCount > MAX_VERTEX_COUNT) {
    return null;
  }

  final double log2 = Math.log(2.0);
  int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2);

  ParsableBitArray bitInput = new ParsableBitArray(input.data);
  bitInput.setPosition(input.getPosition() * 8);
  float[] vertices = new float[vertexCount * 5];
  int[] coordinateIndices = new int[5];
  int vertexIndex = 0;
  for (int vertex = 0; vertex < vertexCount; vertex++) {
    for (int i = 0; i < 5; i++) {
      int coordinateIndex =
          coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits));
      if (coordinateIndex >= coordinateCount || coordinateIndex < 0) {
        return null;
      }
      vertices[vertexIndex++] = coordinates[coordinateIndex];
      coordinateIndices[i] = coordinateIndex;
    }
  }

  // Pad to next byte boundary
  bitInput.setPosition(((bitInput.getPosition() + 7) & ~7));

  int subMeshCount = bitInput.readBits(32);
  SubMesh[] subMeshes = new SubMesh[subMeshCount];
  for (int i = 0; i < subMeshCount; i++) {
    int textureId = bitInput.readBits(8);
    int drawMode = bitInput.readBits(8);
    int triangleIndexCount = bitInput.readBits(32);
    if (triangleIndexCount > MAX_TRIANGLE_INDICES) {
      return null;
    }
    int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2);
    int index = 0;
    float[] triangleVertices = new float[triangleIndexCount * 3];
    float[] textureCoords = new float[triangleIndexCount * 2];
    for (int counter = 0; counter < triangleIndexCount; counter++) {
      index += decodeZigZag(bitInput.readBits(vertexCountSizeBits));
      if (index < 0 || index >= vertexCount) {
        return null;
      }
      triangleVertices[counter * 3] = vertices[index * 5];
      triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1];
      triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2];
      textureCoords[counter * 2] = vertices[index * 5 + 3];
      textureCoords[counter * 2 + 1] = vertices[index * 5 + 4];
    }
    subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode);
  }
  return new Mesh(subMeshes);
}