/alpha-movie

Android video player with alpha channel (chroma key & alpha-packing) support. Plays alpha-packed webm videos

Primary LanguageJavaApache License 2.0Apache-2.0

Alpha Movie

Alpha Movie is an Android video player library with alpha channel support.

Video Player uses OpenGL to render video and apply a shader that makes alpha compositing possible. The player encapsulates MediaPlayer and has its base functionality. Video stream is displayed by TextureView.

This fork comes with the added feature of being able to display "alpha-packed" videos such as the one shown below. image

With this, you can convert webm videos with transparency into "alpha-packed" mp4 videos in order to use them in your Android app. Refer here for more details. (Footballer demo video taken from https://simpl.info/videoalpha/)


Gradle Dependency

jCenter License

The easiest way to start using Alpha Movie is to add it as a Gradle Dependency. The Gradle dependency is available via jCenter. Please make sure that you have the jcenter repository included in the project's build.gradle file (jCenter is the default Maven repository used by Android Studio):

repositories {
    mavenCentral()
}

Then add this dependency to your module's build.gradle file:

dependencies {
    // ... other dependencies
    implementation 'io.github.nopol10:alpha-movie:1.3.7'
}

Getting Started

Add AlphaMovieView into you activity layout:

<com.alphamovie.lib.AlphaMovieView
    android:id="@+id/video_player"
    android:layout_width="wrap_content"
    android:layout_height="wrap_content"/>

Next you need to initialize the player. In your Activity class add:

public class MainActivity extends AppCompatActivity {

    private AlphaMovieView alphaMovieView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        alphaMovieView = (AlphaMovieView) findViewById(R.id.video_player);
        alphaMovieView.setVideoFromAssets("video.mp4");
    }

    @Override
    public void onResume() {
        super.onResume();
        alphaMovieView.onResume();
    }

    @Override
    public void onPause() {
        super.onPause();
        alphaMovieView.onPause();
    }
}

In this code snippet we load video from assets specifying filename video.mp4:

alphaMovieView.setVideoFromAssets("video.mp4");

Video can also be set by Url, FileDescriptor, MediaSource and other sources.

You need to add alphaMovieView.onPause() and alphaMovieView.onResume() in activity's onPause() and onResume() callbacks. Calling these methods will pause and resume OpenGL rendering thread.

Video playback can be paused and resumed using alphaMovieView.pause() and alphaMovieView.start() methods.

Alpha Packed Videos

webm videos containing alpha data can be converted into an "alpha packed" video that contains the color frames on the left, and alpha frames on the right of the video. This results in a video that can now be processed by the alpha packed video shader bundled in this package.

To generate and play such a video from an existing transparent webm video, do the following:

  1. Download ffmpeg. The most recent version is recommended but anything after 20th July 2016 should work.
  2. Run ffmpeg -vcodec libvpx -i input_video.webm -vf "split [a], pad=iw*2:ih [b], [a] alphaextract, [b] overlay=w" -x264opts keyint=30 -y output_video.mp4 This will generate the output_video.mp4 file in the directory containing input_video.webm
  3. Put output_video.mp4 in your assets and follow the steps above to load the video into the AlphaMovieView.
  4. Change the xml to the following
<com.alphamovie.lib.AlphaMovieView
    android:id="@+id/video_player"
    android:layout_width="wrap_content"
    android:layout_height="wrap_content"
    custom:packed="true"
/>

The result will look like the following. You can view this in the example app in this project. image


How it works?

Alpha Movie player uses OpenGL to render video with a shader attached to gl renderer. This shader modifies each pixel of video frame. By default it converts green color to transparent.

So default alpha channel color is green. This color can be changed to any rgb color by adding xml attribute alphaColor:

<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:custom="http://schemas.android.com/apk/res-auto"
    android:layout_width="match_parent"
    android:layout_height="match_parent">

    <com.alphamovie.lib.AlphaMovieView
        android:id="@+id/video_player"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        custom:alphaColor="#ff0000"
        custom:accuracy="0.7"/>
</FrameLayout>

In the code snippet above we set custom:alphaColor="#ff0000". It means that alpha channel color is set to red.

Also we specify accuracy attr to be 0.7. Accuracy is the value between 0 and 1. It should be lower if you wish more shades of specified color be transparent and vice versa. By default accuracy="0.95".

Custom shader

There is a possibility to apply your own custom shader. Add shader attr:

<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:custom="http://schemas.android.com/apk/res-auto"
    android:layout_width="match_parent"
    android:layout_height="match_parent">

    <com.alphamovie.lib.AlphaMovieView
        android:id="@+id/video_player"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        custom:shader="@string/shader_custom"/>
</FrameLayout>

And define your custom shader in string values, for example:

<resources>
    <!-- ... other string resources -->
    <string name="shader_custom">#extension GL_OES_EGL_image_external : require\n
            precision mediump float;
            varying vec2 vTextureCoord;
            uniform samplerExternalOES sTexture;
            varying mediump float text_alpha_out;
            void main() {
              vec4 color = texture2D(sTexture, vTextureCoord);
              if (color.g - color.r >= 0.1 &amp;&amp; color.g - color.b >= 0.1) {
                  gl_FragColor = vec4(color.r, (color.r + color.b) / 2.0, color.b, 1.0 - color.g);
              } else {
                  gl_FragColor = vec4(color.r, color.g, color.b, color.a);
              }
            }
    </string>
</resources>

In this case accuracy and alphaColor attrs are not affecting anything because they are used only when custom shader is not defined.