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Add a simple OpenGL ES 2.0 test program that displays a camera preview stream.
authorEino-Ville Talvala <etalvala@google.com>
Fri, 4 Mar 2011 19:28:28 +0000 (11:28 -0800)
committerEino-Ville Talvala <etalvala@google.com>
Mon, 28 Mar 2011 22:27:19 +0000 (15:27 -0700)
Uses a SurfaceTexture feeding into a OpenGL ES2 GLSurfaceView. Also
uses accelerometer data and SurfaceTexture-provided timestamps for a
simple physics simulation which moves the camera preview oval in
response to device movement.

Change-Id: I275a0c6a4e25829d617e635b25e70e2a9c8455cb

opengl/tests/gl2_cameraeye/Android.mk [new file with mode: 0644]
opengl/tests/gl2_cameraeye/AndroidManifest.xml [new file with mode: 0644]
opengl/tests/gl2_cameraeye/res/values/strings.xml [new file with mode: 0644]
opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java [new file with mode: 0644]

diff --git a/opengl/tests/gl2_cameraeye/Android.mk b/opengl/tests/gl2_cameraeye/Android.mk
new file mode 100644 (file)
index 0000000..4a43a9e
--- /dev/null
@@ -0,0 +1,16 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_MODULE_TAGS := optional
+
+# Only compile source java files in this apk.
+LOCAL_SRC_FILES := $(call all-java-files-under, src)
+
+LOCAL_PACKAGE_NAME := GL2CameraEye
+
+LOCAL_SDK_VERSION := current
+
+include $(BUILD_PACKAGE)
+
+# Use the following include to make our test apk.
+include $(call all-makefiles-under,$(LOCAL_PATH))
diff --git a/opengl/tests/gl2_cameraeye/AndroidManifest.xml b/opengl/tests/gl2_cameraeye/AndroidManifest.xml
new file mode 100644 (file)
index 0000000..c53f7be
--- /dev/null
@@ -0,0 +1,36 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2011 The Android Open Source Project
+
+     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.
+-->
+
+<!-- Declare the contents of this Android application.  The namespace
+     attribute brings in the Android platform namespace, and the package
+     supplies a unique name for the application.  When writing your
+     own application, the package name must be changed from "com.example.*"
+     to come from a domain that you own or have control over. -->
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+    package="com.android.gl2cameraeye">
+    <uses-permission android:name="android.permission.CAMERA" />
+    <uses-feature android:name="android.hardware.camera" />
+    <uses-feature android:name="android.hardware.camera.autofocus" />
+    <uses-feature android:glEsVersion="0x00020000" />
+    <application android:label="@string/gl2cameraeye_name">
+        <activity android:name="GL2CameraEye">
+            <intent-filter>
+                <action android:name="android.intent.action.MAIN"/>
+                <category android:name="android.intent.category.LAUNCHER"/>
+            </intent-filter>
+        </activity>
+    </application>
+</manifest>
diff --git a/opengl/tests/gl2_cameraeye/res/values/strings.xml b/opengl/tests/gl2_cameraeye/res/values/strings.xml
new file mode 100644 (file)
index 0000000..386b930
--- /dev/null
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2007 The Android Open Source Project
+
+     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.
+-->
+
+<resources>
+
+    <string name="gl2cameraeye_name">GL2CameraEye</string>
+
+</resources>
diff --git a/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java b/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/GL2CameraEye.java
new file mode 100644 (file)
index 0000000..561e4c5
--- /dev/null
@@ -0,0 +1,508 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * 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.
+ */
+
+package com.android.gl2cameraeye;
+
+import java.io.IOException;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.app.Activity;
+import android.content.pm.ActivityInfo;
+import android.os.Bundle;
+import android.view.MotionEvent;
+import android.content.Context;
+import android.util.Log;
+
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLUtils;
+import android.opengl.Matrix;
+
+import android.graphics.SurfaceTexture;
+
+import android.hardware.Camera;
+import android.hardware.SensorManager;
+import android.hardware.SensorEvent;
+import android.hardware.SensorEventListener;
+import android.hardware.Sensor;
+
+public class GL2CameraEye extends Activity {
+    @Override
+    protected void onCreate(Bundle savedInstanceState) {
+        super.onCreate(savedInstanceState);
+        mGLView = new CamGLSurfaceView(this);
+        setContentView(mGLView);
+        setRequestedOrientation (ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
+    }
+
+    @Override
+    protected void onPause() {
+        super.onPause();
+        mGLView.onPause();
+    }
+
+    @Override
+    protected void onResume() {
+        super.onResume();
+        mGLView.onResume();
+    }
+
+    private GLSurfaceView mGLView;
+}
+
+class CamGLSurfaceView extends GLSurfaceView implements SensorEventListener {
+    public CamGLSurfaceView(Context context) {
+        super(context);
+        setEGLContextClientVersion(2);
+        mRenderer = new CamRenderer(context);
+        setRenderer(mRenderer);
+
+        mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
+        mAcceleration = mSensorManager.getDefaultSensor(Sensor.TYPE_LINEAR_ACCELERATION);
+    }
+
+    public boolean onTouchEvent(final MotionEvent event) {
+        queueEvent(new Runnable(){
+                public void run() {
+                mRenderer.setPosition(event.getX() / getWidth(),
+                                      event.getY() / getHeight());
+            }});
+        return true;
+    }
+
+    @Override
+    public void onPause() {
+        super.onPause();
+        mCamera.stopPreview();
+        mCamera.release();
+
+        mSensorManager.unregisterListener(this);
+    }
+
+    @Override
+    public void onResume() {
+        mCamera = Camera.open();
+        Camera.Parameters p = mCamera.getParameters();
+        // No changes to default camera parameters
+        mCamera.setParameters(p);
+
+        queueEvent(new Runnable(){
+                public void run() {
+                    mRenderer.setCamera(mCamera);
+                }});
+
+        mSensorManager.registerListener(this, mAcceleration, SensorManager.SENSOR_DELAY_GAME);
+        super.onResume();
+    }
+
+    public void onSensorChanged(SensorEvent event) {
+        if (event.sensor.getType() == Sensor.TYPE_LINEAR_ACCELERATION) {
+            final float[] accelerationVector = event.values;
+            queueEvent(new Runnable(){
+                    public void run() {
+                        mRenderer.setAcceleration(accelerationVector);
+                    }});
+        }
+    }
+
+    public void onAccuracyChanged(Sensor sensor, int accuracy) {
+        // Ignoring sensor accuracy changes.
+    }
+
+    CamRenderer mRenderer;
+    Camera mCamera;
+
+    SensorManager mSensorManager;
+    Sensor mAcceleration;
+}
+
+class CamRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
+
+    public CamRenderer(Context context) {
+        mContext = context;
+
+        mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
+                * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
+        mTriangleVertices.put(mTriangleVerticesData).position(0);
+
+        Matrix.setIdentityM(mSTMatrix, 0);
+        Matrix.setIdentityM(mMMatrix, 0);
+
+        float[] defaultAcceleration = {0.f,0.f,0.f};
+        setAcceleration(defaultAcceleration);
+        mPos[0] = 0.f;
+        mPos[1] = 0.f;
+        mPos[2] = 0.f;
+        mVel[0] = 0.f;
+        mVel[1] = 0.f;
+        mVel[2] = 0.f;
+
+    }
+
+    /* The following set methods are not synchronized, so should only
+     * be called within the rendering thread context. Use GLSurfaceView.queueEvent for safe access.
+     */
+    public void setPosition(float x, float y) {
+        /* Map from screen (0,0)-(1,1) to scene coordinates */
+        mPos[0] = (x*2-1)*mRatio;
+        mPos[1] = (-y)*2+1;
+        mPos[2] = 0.f;
+        mVel[0] = 0;
+        mVel[1] = 0;
+        mVel[2] = 0;
+    }
+
+    public void setCamera(Camera camera) {
+        mCamera = camera;
+        Camera.Size previewSize = camera.getParameters().getPreviewSize();
+        mCameraRatio = (float)previewSize.width/previewSize.height;
+    }
+
+    public void setAcceleration(float[] accelerationVector) {
+        mGForce[0] = accelerationVector[0];
+        mGForce[1] = accelerationVector[1];
+        mGForce[2] = accelerationVector[2];
+    }
+
+    public void onDrawFrame(GL10 glUnused) {
+        synchronized(this) {
+            if (updateSurface) {
+                mSurface.updateTexImage();
+
+                mSurface.getTransformMatrix(mSTMatrix);
+                long timestamp = mSurface.getTimestamp();
+                doPhysics(timestamp);
+
+                updateSurface = false;
+            }
+        }
+
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+        GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
+        GLES20.glUseProgram(mProgram);
+        checkGlError("glUseProgram");
+
+        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+        GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
+
+        mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
+        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, 3, GLES20.GL_FLOAT, false,
+                TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+        checkGlError("glVertexAttribPointer maTextureHandle");
+        GLES20.glEnableVertexAttribArray(maTextureHandle);
+        checkGlError("glEnableVertexAttribArray maTextureHandle");
+
+        Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
+        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
+
+        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+        GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
+        GLES20.glUniform1f(muCRatioHandle, mCameraRatio);
+
+        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+        checkGlError("glDrawArrays");
+    }
+
+    public void onSurfaceChanged(GL10 glUnused, int width, int height) {
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+        GLES20.glViewport(0, 0, width, height);
+        mRatio = (float) width / height;
+        Matrix.frustumM(mProjMatrix, 0, -mRatio, mRatio, -1, 1, 3, 7);
+    }
+
+    public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
+        // Ignore the passed-in GL10 interface, and use the GLES20
+        // class's static methods instead.
+
+        /* Set up alpha blending and an Android background color */
+        GLES20.glEnable(GLES20.GL_BLEND);
+        GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
+        GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
+
+        /* Set up shaders and handles to their variables */
+        mProgram = createProgram(mVertexShader, mFragmentShader);
+        if (mProgram == 0) {
+            return;
+        }
+        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
+        checkGlError("glGetAttribLocation aPosition");
+        if (maPositionHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for aPosition");
+        }
+        maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
+        checkGlError("glGetAttribLocation aTextureCoord");
+        if (maTextureHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for aTextureCoord");
+        }
+
+        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
+        checkGlError("glGetUniformLocation uMVPMatrix");
+        if (muMVPMatrixHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for uMVPMatrix");
+        }
+
+        muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
+        checkGlError("glGetUniformLocation uSTMatrix");
+        if (muMVPMatrixHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for uSTMatrix");
+        }
+
+        muCRatioHandle = GLES20.glGetUniformLocation(mProgram, "uCRatio");
+        checkGlError("glGetUniformLocation uCRatio");
+        if (muMVPMatrixHandle == -1) {
+            throw new RuntimeException("Could not get attrib location for uCRatio");
+        }
+
+        /*
+         * Create our texture. This has to be done each time the
+         * surface is created.
+         */
+
+        int[] textures = new int[1];
+        GLES20.glGenTextures(1, textures, 0);
+
+        mTextureID = textures[0];
+        GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
+        checkGlError("glBindTexture mTextureID");
+
+        // Can't do mipmapping with camera source
+        GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
+                GLES20.GL_NEAREST);
+        GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
+                GLES20.GL_LINEAR);
+        // Clamp to edge is the only option
+        GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
+                GLES20.GL_CLAMP_TO_EDGE);
+        GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
+                GLES20.GL_CLAMP_TO_EDGE);
+        checkGlError("glTexParameteri mTextureID");
+
+        /*
+         * Create the SurfaceTexture that will feed this textureID, and pass it to the camera
+         */
+
+        mSurface = new SurfaceTexture(mTextureID);
+        mSurface.setOnFrameAvailableListener(this);
+        try {
+            mCamera.setPreviewTexture(mSurface);
+        } catch (IOException t) {
+            Log.e(TAG, "Cannot set preview texture target!");
+        }
+
+        /* Start the camera */
+        mCamera.startPreview();
+
+        Matrix.setLookAtM(mVMatrix, 0, 0, 0, 5f, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+        mLastTime = 0;
+
+        synchronized(this) {
+            updateSurface = false;
+        }
+    }
+
+    synchronized public void onFrameAvailable(SurfaceTexture surface) {
+        /* For simplicity, SurfaceTexture calls here when it has new
+         * data available.  Call may come in from some random thread,
+         * so let's be safe and use synchronize. No OpenGL calls can be done here.
+         */
+        updateSurface = true;
+    }
+
+    private void doPhysics(long timestamp) {
+        /*
+         * Move the camera surface around based on some simple spring physics with drag
+         */
+
+        if (mLastTime == 0)
+            mLastTime = timestamp;
+
+        float deltaT = (timestamp - mLastTime)/1000000000.f; // To seconds
+
+        float springStrength = 20.f;
+        float frictionCoeff = 10.f;
+        float mass = 10.f;
+        float gMultiplier = 4.f;
+        /* Only update physics every 30 ms */
+        if (deltaT > 0.030f) {
+            mLastTime = timestamp;
+
+            float[] totalForce = new float[3];
+            totalForce[0] = -mPos[0] * springStrength - mVel[0]*frictionCoeff + gMultiplier*mGForce[0]*mass;
+            totalForce[1] = -mPos[1] * springStrength - mVel[1]*frictionCoeff + gMultiplier*mGForce[1]*mass;
+            totalForce[2] = -mPos[2] * springStrength - mVel[2]*frictionCoeff + gMultiplier*mGForce[2]*mass;
+
+            float[] accel = new float[3];
+            accel[0] = totalForce[0]/mass;
+            accel[1] = totalForce[1]/mass;
+            accel[2] = totalForce[2]/mass;
+
+            /* Not a very accurate integrator */
+            mVel[0] = mVel[0] + accel[0]*deltaT;
+            mVel[1] = mVel[1] + accel[1]*deltaT;
+            mVel[2] = mVel[2] + accel[2]*deltaT;
+
+            mPos[0] = mPos[0] + mVel[0]*deltaT;
+            mPos[1] = mPos[1] + mVel[1]*deltaT;
+            mPos[2] = mPos[2] + mVel[2]*deltaT;
+
+            Matrix.setIdentityM(mMMatrix, 0);
+            Matrix.translateM(mMMatrix, 0, mPos[0], mPos[1], mPos[2]);
+        }
+
+    }
+
+    private int loadShader(int shaderType, String source) {
+        int shader = GLES20.glCreateShader(shaderType);
+        if (shader != 0) {
+            GLES20.glShaderSource(shader, source);
+            GLES20.glCompileShader(shader);
+            int[] compiled = new int[1];
+            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
+            if (compiled[0] == 0) {
+                Log.e(TAG, "Could not compile shader " + shaderType + ":");
+                Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
+                GLES20.glDeleteShader(shader);
+                shader = 0;
+            }
+        }
+        return shader;
+    }
+
+    private int createProgram(String vertexSource, String fragmentSource) {
+        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
+        if (vertexShader == 0) {
+            return 0;
+        }
+        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
+        if (pixelShader == 0) {
+            return 0;
+        }
+
+        int program = GLES20.glCreateProgram();
+        if (program != 0) {
+            GLES20.glAttachShader(program, vertexShader);
+            checkGlError("glAttachShader");
+            GLES20.glAttachShader(program, pixelShader);
+            checkGlError("glAttachShader");
+            GLES20.glLinkProgram(program);
+            int[] linkStatus = new int[1];
+            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
+            if (linkStatus[0] != GLES20.GL_TRUE) {
+                Log.e(TAG, "Could not link program: ");
+                Log.e(TAG, GLES20.glGetProgramInfoLog(program));
+                GLES20.glDeleteProgram(program);
+                program = 0;
+            }
+        }
+        return program;
+    }
+
+    private void checkGlError(String op) {
+        int error;
+        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
+            Log.e(TAG, op + ": glError " + error);
+            throw new RuntimeException(op + ": glError " + error);
+        }
+    }
+
+    private static final int FLOAT_SIZE_BYTES = 4;
+    private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+    private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
+    private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
+    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,
+    };
+
+    private FloatBuffer mTriangleVertices;
+
+    private final String mVertexShader =
+        "uniform mat4 uMVPMatrix;\n" +
+        "uniform mat4 uSTMatrix;\n" +
+        "uniform float uCRatio;\n" +
+        "attribute vec4 aPosition;\n" +
+        "attribute vec4 aTextureCoord;\n" +
+        "varying vec2 vTextureCoord;\n" +
+        "varying vec2 vTextureNormCoord;\n" +
+        "void main() {\n" +
+        "  vec4 scaledPos = aPosition;\n" +
+        "  scaledPos.x = scaledPos.x * uCRatio;\n" +
+        "  gl_Position = uMVPMatrix * scaledPos;\n" +
+        "  vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
+        "  vTextureNormCoord = aTextureCoord.xy;\n" +
+        "}\n";
+
+    private final String mFragmentShader =
+        "#extension GL_OES_EGL_image_external : require\n" +
+        "precision mediump float;\n" +
+        "varying vec2 vTextureCoord;\n" +
+        "varying vec2 vTextureNormCoord;\n" +
+        "uniform samplerExternalOES sTexture;\n" +
+        "void main() {\n" +
+        "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
+        "  gl_FragColor.a = 1.0-min(length(vTextureNormCoord-0.5)*2.0,1.0);\n" +
+        "}\n";
+
+    private float[] mMVPMatrix = new float[16];
+    private float[] mProjMatrix = new float[16];
+    private float[] mMMatrix = new float[16];
+    private float[] mVMatrix = new float[16];
+    private float[] mSTMatrix = new float[16];
+
+    private int mProgram;
+    private int mTextureID;
+    private int muMVPMatrixHandle;
+    private int muSTMatrixHandle;
+    private int muCRatioHandle;
+    private int maPositionHandle;
+    private int maTextureHandle;
+
+    private float mRatio = 1.0f;
+    private float mCameraRatio = 1.0f;
+    private float[] mVel = new float[3];
+    private float[] mPos = new float[3];
+    private float[] mGForce = new float[3];
+
+    private long mLastTime;
+
+    private SurfaceTexture mSurface;
+    private Camera mCamera;
+    private boolean updateSurface = false;
+
+    private Context mContext;
+    private static String TAG = "CamRenderer";
+
+    // Magic key
+    private static int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
+}