Anaglyph 3d Video Player For Android _hot_ 🔖

Here is the full text about developing and understanding an Anaglyph 3D Video Player for Android.


4.6 Custom Video Renderer (Frame Interceptor)

public class AnaglyphVideoRenderer extends VideoRenderer 
    private AnaglyphGLSurfaceView outputView;
    private int stereoscopicMode = MODE_SBS;  // User configurable
@Override
protected void onStreamChanged(Format[] formats) 
    // Initialize frame processing pipeline
@Override
protected void renderFrame(long presentationTimeUs, long releaseTimeNs) 
    // Get current frame as Bitmap
    Bitmap currentFrame = getCurrentFrame();
// Extract left and right based on mode
    Bitmap[] eyeFrames = FrameProcessor.extractSBSFrames(currentFrame, stereoscopicMode);
// Send to OpenGL view for anaglyph conversion
    outputView.updateFrame(eyeFrames[0], eyeFrames[1]);
// Recycle bitmaps to avoid memory leaks
    eyeFrames[0].recycle();
    eyeFrames[1].recycle();


Development Roadmap (High Level)

  1. MVP (3 months): Local playback, side-by-side mapping, basic red/cyan shader, depth/convergence controls, decoder integration.
  2. Quality & performance (3 months): Hardware decode to GL textures, Dubois algorithm, ghost reduction, presets.
  3. Advanced features (3 months): Network streams, export, camera capture, head-tracking, VR integration.
  4. Polish & scale (ongoing): Accessibility, translations, low-memory optimizations, store release and marketing.

8.1 Real-time 2D to 3D Conversion

Use depth estimation AI models to convert regular 2D videos:

  • TensorFlow Lite with MiDaS depth model
  • Generate fake left/right views via depth-based shifting
  • Lower quality but works with any video

⚙️ Technical Specifications

  • Supported Android Versions: Android 5.0 (Lollipop) and above.
  • Architecture: Support for ARMv7, ARM64-v8a, and x86 devices.
  • Subtitles: Supports SRT, SUB, and ASS subtitle formats (renders in 2D over the 3D video).

9.1 Google Play Requirements

  • Target API Level 33+ (Android 13)
  • Privacy policy if recording or network features
  • Content rating: Depends on video content access

4.3 Hardware Decoding Pipeline (MediaCodec Integration)

To feed the shader, the video must be decoded directly into an OpenGL texture. The most efficient method on Android is using a `Surface anaglyph 3d video player for android


4. AnaglyphRenderer.kt

package com.example.anaglyph3d

import android.content.Context import android.graphics.SurfaceTexture import android.opengl.GLES20 import android.opengl.GLSurfaceView import android.opengl.Matrix import javax.microedition.khronos.egl.EGLConfig import javax.microedition.khronos.opengles.GL10

class AnaglyphRenderer(private val context: Context) : GLSurfaceView.Renderer Here is the full text about developing and

private var program: Int = -1
private var videoTextureId: Int = -1
private var surfaceTexture: SurfaceTexture? = null
private var videoWidth = 640
private var videoHeight = 480
private var screenWidth = 1
private var screenHeight = 1
private val vertexBuffer = java.nio.ByteBuffer.allocateDirect(4 * 4 * 4).order(java.nio.ByteOrder.nativeOrder()).asFloatBuffer()
private val texCoordBuffer = java.nio.ByteBuffer.allocateDirect(4 * 2 * 4).order(java.nio.ByteOrder.nativeOrder()).asFloatBuffer()
val surfaceTexture: SurfaceTexture
    get() = surfaceTexture!!
fun setVideoSize(width: Int, height: Int) 
    videoWidth = width
    videoHeight = height
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) 
    GLES20.glClearColor(0f, 0f, 0f, 1f)
// Vertex shader
    val vertexShaderCode = """
        attribute vec4 vPosition;
        attribute vec2 aTexCoord;
        varying vec2 vTexCoord;
        void main() 
            gl_Position = vPosition;
            vTexCoord = aTexCoord;
""".trimIndent()
// Fragment shader – Anaglyph (Red-Cyan)
    val fragmentShaderCode = """
        precision mediump float;
        varying vec2 vTexCoord;
        uniform sampler2D uTexture;
        void main() 
            vec2 leftTex = vec2(vTexCoord.x * 0.5, vTexCoord.y);
            vec2 rightTex = vec2(vTexCoord.x * 0.5 + 0.5, vTexCoord.y);
vec4 leftColor = texture2D(uTexture, leftTex);
            vec4 rightColor = texture2D(uTexture, rightTex);
// Red channel from left eye, Cyan (Green+Blue) from right eye
            float r = leftColor.r;
            float g = rightColor.g;
            float b = rightColor.b;
gl_FragColor = vec4(r, g, b, 1.0);
""".trimIndent()
program = createProgram(vertexShaderCode, fragmentShaderCode)
    GLES20.glUseProgram(program)
// Full-screen quad vertices (x, y)
    val vertices = floatArrayOf(
        -1f, -1f,
         1f, -1f,
        -1f,  1f,
         1f,  1f
    )
    vertexBuffer.put(vertices).position(0)
// Texture coordinates for side-by-side 3D video
    val texCoords = floatArrayOf(
        0f, 1f,
        1f, 1f,
        0f, 0f,
        1f, 0f
    )
    texCoordBuffer.put(texCoords).position(0)
val positionHandle = GLES20.glGetAttribLocation(program, "vPosition")
    GLES20.glEnableVertexAttribArray(positionHandle)
    GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer)
val texCoordHandle = GLES20.glGetAttribLocation(program, "aTexCoord")
    GLES20.glEnableVertexAttribArray(texCoordHandle)
    GLES20.glVertexAttribPointer(texCoordHandle, 2, GLES20.GL_FLOAT, false, 8, texCoordBuffer)
// Create texture
    val textures = IntArray(1)
    GLES20.glGenTextures(1, textures, 0)
    videoTextureId = textures[0]
    GLES20.glBindTexture(GLES20.GL_TEXTURE_EXTERNAL_OES, videoTextureId)
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
surfaceTexture = SurfaceTexture(videoTextureId)
    surfaceTexture?.setOnFrameAvailableListener 
        glSurfaceView.requestRender()
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) 
    screenWidth = width
    screenHeight = height
    GLES20.glViewport(0, 0, width, height)
override fun onDrawFrame(gl: GL10?) 
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
    surfaceTexture?.updateTexImage()
GLES20.glUseProgram(program)
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, videoTextureId)
val textureHandle = GLES20.glGetUniformLocation(program, "uTexture")
    GLES20.glUniform1i(textureHandle, 0)
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
private fun createProgram(vertexSource: String, fragmentSource: String): Int 
    val vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource)
    val fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource)
    val program = GLES20.glCreateProgram()
    GLES20.glAttachShader(program, vertexShader)
    GLES20.glAttachShader(program, fragmentShader)
    GLES20.glLinkProgram(program)
    return program
private fun loadShader(type: Int, source: String): Int 
    val shader = GLES20.glCreateShader(type)
    GLES20.glShaderSource(shader, source)
    GLES20.glCompileShader(shader)
    return shader


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Version: 2.5.1 Size: ~15MB Category: Video Players & Editors

[Google Play Store Button] [Direct APK Download Button] Development Roadmap (High Level)


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Here is the full text about developing and understanding an Anaglyph 3D Video Player for Android.


4.6 Custom Video Renderer (Frame Interceptor)

public class AnaglyphVideoRenderer extends VideoRenderer 
    private AnaglyphGLSurfaceView outputView;
    private int stereoscopicMode = MODE_SBS;  // User configurable
@Override
protected void onStreamChanged(Format[] formats) 
    // Initialize frame processing pipeline
@Override
protected void renderFrame(long presentationTimeUs, long releaseTimeNs) 
    // Get current frame as Bitmap
    Bitmap currentFrame = getCurrentFrame();
// Extract left and right based on mode
    Bitmap[] eyeFrames = FrameProcessor.extractSBSFrames(currentFrame, stereoscopicMode);
// Send to OpenGL view for anaglyph conversion
    outputView.updateFrame(eyeFrames[0], eyeFrames[1]);
// Recycle bitmaps to avoid memory leaks
    eyeFrames[0].recycle();
    eyeFrames[1].recycle();


Development Roadmap (High Level)

  1. MVP (3 months): Local playback, side-by-side mapping, basic red/cyan shader, depth/convergence controls, decoder integration.
  2. Quality & performance (3 months): Hardware decode to GL textures, Dubois algorithm, ghost reduction, presets.
  3. Advanced features (3 months): Network streams, export, camera capture, head-tracking, VR integration.
  4. Polish & scale (ongoing): Accessibility, translations, low-memory optimizations, store release and marketing.

8.1 Real-time 2D to 3D Conversion

Use depth estimation AI models to convert regular 2D videos:

⚙️ Technical Specifications


9.1 Google Play Requirements

4.3 Hardware Decoding Pipeline (MediaCodec Integration)

To feed the shader, the video must be decoded directly into an OpenGL texture. The most efficient method on Android is using a `Surface


4. AnaglyphRenderer.kt

package com.example.anaglyph3d

import android.content.Context import android.graphics.SurfaceTexture import android.opengl.GLES20 import android.opengl.GLSurfaceView import android.opengl.Matrix import javax.microedition.khronos.egl.EGLConfig import javax.microedition.khronos.opengles.GL10

class AnaglyphRenderer(private val context: Context) : GLSurfaceView.Renderer

private var program: Int = -1
private var videoTextureId: Int = -1
private var surfaceTexture: SurfaceTexture? = null
private var videoWidth = 640
private var videoHeight = 480
private var screenWidth = 1
private var screenHeight = 1
private val vertexBuffer = java.nio.ByteBuffer.allocateDirect(4 * 4 * 4).order(java.nio.ByteOrder.nativeOrder()).asFloatBuffer()
private val texCoordBuffer = java.nio.ByteBuffer.allocateDirect(4 * 2 * 4).order(java.nio.ByteOrder.nativeOrder()).asFloatBuffer()
val surfaceTexture: SurfaceTexture
    get() = surfaceTexture!!
fun setVideoSize(width: Int, height: Int) 
    videoWidth = width
    videoHeight = height
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) 
    GLES20.glClearColor(0f, 0f, 0f, 1f)
// Vertex shader
    val vertexShaderCode = """
        attribute vec4 vPosition;
        attribute vec2 aTexCoord;
        varying vec2 vTexCoord;
        void main() 
            gl_Position = vPosition;
            vTexCoord = aTexCoord;
""".trimIndent()
// Fragment shader – Anaglyph (Red-Cyan)
    val fragmentShaderCode = """
        precision mediump float;
        varying vec2 vTexCoord;
        uniform sampler2D uTexture;
        void main() 
            vec2 leftTex = vec2(vTexCoord.x * 0.5, vTexCoord.y);
            vec2 rightTex = vec2(vTexCoord.x * 0.5 + 0.5, vTexCoord.y);
vec4 leftColor = texture2D(uTexture, leftTex);
            vec4 rightColor = texture2D(uTexture, rightTex);
// Red channel from left eye, Cyan (Green+Blue) from right eye
            float r = leftColor.r;
            float g = rightColor.g;
            float b = rightColor.b;
gl_FragColor = vec4(r, g, b, 1.0);
""".trimIndent()
program = createProgram(vertexShaderCode, fragmentShaderCode)
    GLES20.glUseProgram(program)
// Full-screen quad vertices (x, y)
    val vertices = floatArrayOf(
        -1f, -1f,
         1f, -1f,
        -1f,  1f,
         1f,  1f
    )
    vertexBuffer.put(vertices).position(0)
// Texture coordinates for side-by-side 3D video
    val texCoords = floatArrayOf(
        0f, 1f,
        1f, 1f,
        0f, 0f,
        1f, 0f
    )
    texCoordBuffer.put(texCoords).position(0)
val positionHandle = GLES20.glGetAttribLocation(program, "vPosition")
    GLES20.glEnableVertexAttribArray(positionHandle)
    GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer)
val texCoordHandle = GLES20.glGetAttribLocation(program, "aTexCoord")
    GLES20.glEnableVertexAttribArray(texCoordHandle)
    GLES20.glVertexAttribPointer(texCoordHandle, 2, GLES20.GL_FLOAT, false, 8, texCoordBuffer)
// Create texture
    val textures = IntArray(1)
    GLES20.glGenTextures(1, textures, 0)
    videoTextureId = textures[0]
    GLES20.glBindTexture(GLES20.GL_TEXTURE_EXTERNAL_OES, videoTextureId)
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
surfaceTexture = SurfaceTexture(videoTextureId)
    surfaceTexture?.setOnFrameAvailableListener 
        glSurfaceView.requestRender()
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) 
    screenWidth = width
    screenHeight = height
    GLES20.glViewport(0, 0, width, height)
override fun onDrawFrame(gl: GL10?) 
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
    surfaceTexture?.updateTexImage()
GLES20.glUseProgram(program)
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, videoTextureId)
val textureHandle = GLES20.glGetUniformLocation(program, "uTexture")
    GLES20.glUniform1i(textureHandle, 0)
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
private fun createProgram(vertexSource: String, fragmentSource: String): Int 
    val vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource)
    val fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource)
    val program = GLES20.glCreateProgram()
    GLES20.glAttachShader(program, vertexShader)
    GLES20.glAttachShader(program, fragmentShader)
    GLES20.glLinkProgram(program)
    return program
private fun loadShader(type: Int, source: String): Int 
    val shader = GLES20.glCreateShader(type)
    GLES20.glShaderSource(shader, source)
    GLES20.glCompileShader(shader)
    return shader


📥 Download Now

Version: 2.5.1 Size: ~15MB Category: Video Players & Editors

[Google Play Store Button] [Direct APK Download Button]