Class GlRectDrawer
- java.lang.Object
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- com.zego.zegoavkit2.screencapture.ve_gl.GlRectDrawer
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public class GlRectDrawer extends java.lang.Object
Helper class to draw an opaque quad on the target viewport location. Rotation, mirror, and cropping is specified using a 4x4 texture coordinate transform matrix. The frame input can either be an OES texture or YUV textures in I420 format. The GL state must be preserved between draw calls, this is intentional to maximize performance. The function release() must be called manually to free the resources held by this object.
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Constructor Summary
Constructors Constructor Description GlRectDrawer()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description void
drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw an OES texture frame with specified texture transformation matrix.void
drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw a RGB(A) texture frame with specified texture transformation matrix.void
drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw a YUV frame with specified texture transformation matrix.void
release()
Release all GLES resources.
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Method Detail
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drawOes
public void drawOes(int oesTextureId, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw an OES texture frame with specified texture transformation matrix. Required resources are allocated at the first call to this function.
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drawRgb
public void drawRgb(int textureId, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw a RGB(A) texture frame with specified texture transformation matrix. Required resources are allocated at the first call to this function.
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drawYuv
public void drawYuv(int[] yuvTextures, float[] texMatrix, int frameWidth, int frameHeight, int viewportX, int viewportY, int viewportWidth, int viewportHeight)
Draw a YUV frame with specified texture transformation matrix. Required resources are allocated at the first call to this function.
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release
public void release()
Release all GLES resources. This needs to be done manually, otherwise the resources are leaked.
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