Android使用Opengl錄影時新增水印
阿新 • • 發佈:2020-04-08
最近需要開發一個類似行車記錄儀的app,其中需要給錄製的視訊新增動態水印。我使用的是OpenGL開發的,剛開始實現的是靜態水印,後面才實現的動態水印。
先上效果圖,左下角的是靜態水印,中間偏下的是時間水印(動態水印):
一、靜態水印
實現原理:錄影時是通過OpenGL把影象渲染到GLSurfaceView上的,通俗的講,就是把圖片畫到一塊畫布上,然後展示出來。新增圖片水印,就是把水印圖片跟錄製的影象一起畫到畫布上。
這是載入紋理跟陰影的Java類
package com.audiovideo.camera.blog; import android.opengl.GLES20; /** * Created by fenghaitao on 2019/9/12. */ public class WaterSignSProgram{ private static int programId; private static final String VERTEX_SHADER = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = aTextureCoord.xy;\n" + "}\n"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform sampler2D sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture,vTextureCoord);\n" + "}\n"; public WaterSignSProgram() { programId = loadShader(VERTEX_SHADER,FRAGMENT_SHADER); uMVPMatrixLoc = GLES20.glGetUniformLocation(programId,"uMVPMatrix"); checkLocation(uMVPMatrixLoc,"uMVPMatrix"); aPositionLoc = GLES20.glGetAttribLocation(programId,"aPosition"); checkLocation(aPositionLoc,"aPosition"); aTextureCoordLoc = GLES20.glGetAttribLocation(programId,"aTextureCoord"); checkLocation(aTextureCoordLoc,"aTextureCoord"); sTextureLoc = GLES20.glGetUniformLocation(programId,"sTexture"); checkLocation(sTextureLoc,"sTexture"); } public int uMVPMatrixLoc; public int aPositionLoc; public int aTextureCoordLoc; public int sTextureLoc; public static void checkLocation(int location,String label) { if (location < 0) { throw new RuntimeException("Unable to locate '" + label + "' in program"); } } /** * 載入編譯連線陰影 * @param vss source of vertex shader * @param fss source of fragment shader * @return */ public static int loadShader(final String vss,final String fss) { Log.v(TAG,"loadShader:"); int vs = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vs,vss); GLES20.glCompileShader(vs); final int[] compiled = new int[1]; GLES20.glGetShaderiv(vs,GLES20.GL_COMPILE_STATUS,compiled,0); if (compiled[0] == 0) { Log.e(TAG,"Failed to compile vertex shader:" + GLES20.glGetShaderInfoLog(vs)); GLES20.glDeleteShader(vs); vs = 0; } int fs = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fs,fss); GLES20.glCompileShader(fs); GLES20.glGetShaderiv(fs,0); if (compiled[0] == 0) { Log.w(TAG,"Failed to compile fragment shader:" + GLES20.glGetShaderInfoLog(fs)); GLES20.glDeleteShader(fs); fs = 0; } final int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program,vs); GLES20.glAttachShader(program,fs); GLES20.glLinkProgram(program); return program; } /** * terminatinng,this should be called in GL context */ public static void release() { if (programId >= 0) GLES20.glDeleteProgram(programId); programId = -1; } }
package com.audiovideo.camera.blog; import android.opengl.GLES20; import android.opengl.Matrix; import com.audiovideo.camera.glutils.GLDrawer2D; import com.audiovideo.camera.utils.LogUtil; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; 這是畫水印的Java類 /** * Created by fenghaitao on 2019/9/12. */ public class WaterSignature { private static final String VERTEX_SHADER = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = aTextureCoord.xy;\n" + "}\n"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform sampler2D sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture,vTextureCoord);\n" + "}\n"; public static final int SIZE_OF_FLOAT = 4; /** * 一個“完整”的正方形,從兩維延伸到-1到1。 * 當 模型/檢視/投影矩陣是都為單位矩陣的時候,這將完全覆蓋視口。 * 紋理座標相對於矩形是y反的。 * (This seems to work out right with external textures from SurfaceTexture.) */ private static final float FULL_RECTANGLE_COORDS[] = { -1.0f,-1.0f,// 0 bottom left 1.0f,// 1 bottom right -1.0f,1.0f,// 2 top left 1.0f,// 3 top right }; private static final float FULL_RECTANGLE_TEX_COORDS[] = { 0.0f,//0 bottom left //0.0f,0.0f,//1 bottom right //1.0f,// 1 bottom right 0.0f,//2 top left //0.0f,//3 top right //1.0f,// 3 top right }; private FloatBuffer mVertexArray; private FloatBuffer mTexCoordArray; private int mCoordsPerVertex; private int mCoordsPerTexture; private int mVertexCount; private int mVertexStride; private int mTexCoordStride; private int hProgram; public float[] mProjectionMatrix = new float[16];// 投影矩陣 public float[] mViewMatrix = new float[16]; // 攝像機位置朝向9引數矩陣 public float[] mModelMatrix = new float[16];// 模型變換矩陣 public float[] mMVPMatrix = new float[16];// 獲取具體物體的總變換矩陣 private float[] getFinalMatrix() { Matrix.multiplyMM(mMVPMatrix,mViewMatrix,mModelMatrix,0); Matrix.multiplyMM(mMVPMatrix,mProjectionMatrix,mMVPMatrix,0); return mMVPMatrix; } public WaterSignature() { mVertexArray = createFloatBuffer(FULL_RECTANGLE_COORDS); mTexCoordArray = createFloatBuffer(FULL_RECTANGLE_TEX_COORDS); mCoordsPerVertex = 2; mCoordsPerTexture = 2; mVertexCount = FULL_RECTANGLE_COORDS.length / mCoordsPerVertex; // 4 mTexCoordStride = 2 * SIZE_OF_FLOAT; mVertexStride = 2 * SIZE_OF_FLOAT; Matrix.setIdentityM(mProjectionMatrix,0); Matrix.setIdentityM(mViewMatrix,0); Matrix.setIdentityM(mModelMatrix,0); Matrix.setIdentityM(mMVPMatrix,0); hProgram = GLDrawer2D.loadShader(VERTEX_SHADER,FRAGMENT_SHADER); GLES20.glUseProgram(hProgram); } private FloatBuffer createFloatBuffer(float[] coords) { ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * SIZE_OF_FLOAT); bb.order(ByteOrder.nativeOrder()); FloatBuffer fb = bb.asFloatBuffer(); fb.put(coords); fb.position(0); return fb; } private WaterSignSProgram mProgram; public void setShaderProgram(WaterSignSProgram mProgram) { this.mProgram = mProgram; } public void drawFrame(int mTextureId) { GLES20.glUseProgram(hProgram); // 設定紋理 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,mTextureId); GLES20.glUniform1i(mProgram.sTextureLoc,0); GlUtil.checkGlError("GL_TEXTURE_2D sTexture"); // 設定 model / view / projection 矩陣 GLES20.glUniformMatrix4fv(mProgram.uMVPMatrixLoc,1,false,getFinalMatrix(),0); GlUtil.checkGlError("glUniformMatrix4fv uMVPMatrixLoc"); // 使用簡單的VAO 設定頂點座標資料 GLES20.glEnableVertexAttribArray(mProgram.aPositionLoc); GLES20.glVertexAttribPointer(mProgram.aPositionLoc,mCoordsPerVertex,GLES20.GL_FLOAT,mVertexStride,mVertexArray); GlUtil.checkGlError("VAO aPositionLoc"); // 使用簡單的VAO 設定紋理座標資料 GLES20.glEnableVertexAttribArray(mProgram.aTextureCoordLoc); GLES20.glVertexAttribPointer(mProgram.aTextureCoordLoc,mCoordsPerTexture,mTexCoordStride,mTexCoordArray); GlUtil.checkGlError("VAO aTextureCoordLoc"); // GL_TRIANGLE_STRIP三角形帶,這就為啥只需要指出4個座標點,就能畫出兩個三角形了。 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP,mVertexCount); // Done -- 解綁~ GLES20.glDisableVertexAttribArray(mProgram.aPositionLoc); GLES20.glDisableVertexAttribArray(mProgram.aTextureCoordLoc); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,0); GLES20.glUseProgram(0); } /** * terminatinng,this should be called in GL context */ public void release() { if (hProgram >= 0) GLES20.glDeleteProgram(hProgram); hProgram = -1; } /** * 刪除texture */ public static void deleteTex(final int hTex) { LogUtil.v("WaterSignature","deleteTex:"); final int[] tex = new int[] {hTex}; GLES20.glDeleteTextures(1,tex,0); } }
沒時間了。先寫到這,後面是呼叫,遲點再寫。
下面是如何把水印繪製到畫布上:
1、在SurfaceTexture的onSurfaceCreated方法中初始化並設定陰影;
@Override public void onSurfaceCreated(final GL10 unused,final EGLConfig config) { LogUtil.v(TAG,"onSurfaceCreated:"); // This renderer required OES_EGL_image_external extension final String extensions = GLES20.glGetString(GLES20.GL_EXTENSIONS); // API >= 8 // 使用黃色清除介面 GLES20.glClearColor(1.0f,1.0f); //設定水印 if (mWaterSign == null) { mWaterSign = new WaterSignature(); } //設定陰影 mWaterSign.setShaderProgram(new WaterSignSProgram()); mSignTexId = loadTexture(MyApplication.getContext(),R.mipmap.watermark); }
這裡是生成mSignTexId 的方法,把該影象與紋理id繫結並返回:
public static int loadTexture(Context context,int resourceId) { final int[] textureObjectIds = new int[1]; GLES20.glGenTextures(1,textureObjectIds,0); if(textureObjectIds[0] == 0){ Log.e(TAG,"Could not generate a new OpenGL texture object!"); return 0; } final BitmapFactory.Options options = new BitmapFactory.Options(); options.inScaled = false; //指定需要的是原始資料,非壓縮資料 final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),resourceId,options); if(bitmap == null){ Log.e(TAG,"Resource ID "+resourceId + "could not be decode"); GLES20.glDeleteTextures(1,0); return 0; } //告訴OpenGL後面紋理呼叫應該是應用於哪個紋理物件 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,textureObjectIds[0]); //設定縮小的時候(GL_TEXTURE_MIN_FILTER)使用mipmap三執行緒過濾 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR_MIPMAP_LINEAR); //設定放大的時候(GL_TEXTURE_MAG_FILTER)使用雙執行緒過濾 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR); //Android裝置y座標是反向的,正常圖顯示到裝置上是水平顛倒的,解決方案就是設定紋理包裝,紋理T座標(y)設定鏡面重複 //ball讀取紋理的時候 t範圍座標取正常值+1 //GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_MIRRORED_REPEAT); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D,bitmap,0); bitmap.recycle(); //快速生成mipmap貼圖 GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); //解除紋理操作的繫結 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,0); return textureObjectIds[0]; }
2、在繪製方法onDrawFrame中繪製畫面的同時把水印繪製進去;
/** * 繪圖到glsurface * 我們將rendermode設定為glsurfaceview.rendermode_when_dirty, * 僅當呼叫requestrender時呼叫此方法(=需要更新紋理時) * 如果不在髒時設定rendermode,則此方法的最大呼叫速度為60fps。 */ @Override public void onDrawFrame(final GL10 unused) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); GLES20.glEnable(GLES20.GL_BLEND); //開啟GL的混合模式,即影象疊加 GLES20.glBlendFunc(GLES20.GL_ONE,GLES20.GL_ONE_MINUS_SRC_ALPHA); /** *中間這裡是你繪製的預覽畫面 */ //畫水印(非動態) GLES20.glViewport(20,20,288,120); mWaterSign.drawFrame(mSignTexId); }
這裡最重要的是要開啟GL的混合模式,即影象疊加,不然你繪製的水印會覆蓋原先的預覽畫面
//開啟GL的混合模式,即影象疊加 GLES20.glBlendFunc(GLES20.GL_ONE,GLES20.GL_ONE_MINUS_SRC_ALPHA);
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。