Android Camera2 Opengles2.0 影象實時濾鏡 顯示 視訊編碼
阿新 • • 發佈:2019-01-15
在博文”Android Camera2 Opengles2.0 預覽影象實時濾鏡 視訊編碼”
http://blog.csdn.net/keen_zuxwang/article/details/78366598
的基礎上新增FBO實時濾鏡、回撥顯示—其中用到glReadPixels:
glReadPixels實際上是從緩衝區中讀取資料,如果使用了雙緩衝區,
則預設是從正在顯示的緩衝(即前緩衝)中讀取,而繪製工作是預設繪製到後緩衝區的。因此,如果需要讀取已經繪製好的畫素,往往需要先交換前後緩衝
void glReadPixels( GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLvoid * data)
vertex
shader, fragment shader部分不變
增加, FBO 操作類:
public class EasyGlUtils {
EasyGlUtils(){
}
public static void defaultTexParameter(){
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL _TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
}
public static void useTexParameter(int gl_wrap_s, int gl_wrap_t, int gl_min_filter, int gl_mag_filter){
GLES20.glTexParameterf (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,gl_wrap_s);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,gl_wrap_t);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,gl_min_filter);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,gl_mag_filter);
}
//生產紋理、並設定紋理型別、尺寸等引數,呼叫GLES20.glDrawElements() GLES20.glDrawArrays()將片元繪製到該設定的紋理上
public static void genTexturesWithParameter(int size, int[] textures,int start, int gl_format,int width,int height){
GLES20.glGenTextures(size, textures, start);
for (int i = 0; i < size; i++) {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[i]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, gl_format, width, height, 0, gl_format, GLES20.GL_UNSIGNED_BYTE, null);
defaultTexParameter();
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,0);
}
public static void generateBindFrameTexture(int[] frameBufferId, int[] renderId, int[] textureId, int width, int height){
//生成fb
GLES20.glGenFramebuffers(1, frameBufferId, 0);
GLES20.glGenRenderbuffers(1, renderId, 0);
genTexturesWithParameter(1, textureId, 0, GLES20.GL_RGBA, width, height);
//繫結fb
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId[0]);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderId[0]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
//繫結紋理到fb
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, textureId[0], 0);
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT,
GLES20.GL_RENDERBUFFER, renderId[0]);
}
//繫結Framebuffer Texture2D
public static void bindFrameTexture(int frameBufferId, int textureId){
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
}
public static void unBindFrameBuffer(){
//GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);
}
}
shader 操作類增加FBO離屏渲染、顯示部分:
public class SurfaceRenderer implements Runnable, SurfaceTexture.OnFrameAvailableListener{
public static String LOG_TAG = SurfaceRenderer.class.getSimpleName();
private static float squareCoords[] = {
-1.0f, 1.0f, // top left
-1.0f, -1.0f, // bottom left
1.0f, -1.0f, // bottom right
1.0f, 1.0f // top right
};
private static short drawOrder[] = { 0, 1, 2, 0, 2, 3};
// Texture to be shown in backgrund
private float textureCoords[] = {
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
private int[] textures = new int[1];
private Context context;
private int shaderProgram;
private FloatBuffer vertexBuffer;
private FloatBuffer textureBuffer;
private ShortBuffer drawListBuffer;
private SurfaceTexture videoTexture;
private float[] videoTextureTransform;
private boolean frameAvailable = false;
int textureParamHandle;
int textureCoordinateHandle;
int positionHandle;
int textureTranformHandle;
protected Surface surface;
protected int width;
protected int height;
private EGL10 egl;
private EGLContext eglContext;
private EGLDisplay eglDisplay;
private EGLSurface eglSurface;
TextureViewMediaActivity instance;
public boolean running = false;
private float[] frameMatrix=new float[16]; //用於繪製回撥縮放的矩陣
private boolean isRecord=false;
private boolean isShoot=false;
private ByteBuffer[] outPutBuffer = new ByteBuffer[3]; //用於儲存回撥資料的buffer
private OnFrameCallback onFrameCallback; //回撥
private int frameCallbackWidth, frameCallbackHeight; //回撥資料的寬高
private int indexOutput=0;
public interface OnFrameCallback {
void onFrame(byte[] bytes, long time);
}
public void setOnFrameCallback(int width, int height, OnFrameCallback onFrameCallback){
this.frameCallbackWidth = width;
this.frameCallbackHeight = height;
if (frameCallbackWidth > 0 && frameCallbackHeight > 0) {
for(int i=0; i<3; i++) {
outPutBuffer[i] = ByteBuffer.allocate(width*height*4);
}
setFrameCallbackMatrix();
/*
IntBuffer imp_fmt = null;
IntBuffer imp_type = null;
GLES20.glGetIntegerv(GLES20.GL_IMPLEMENTATION_COLOR_READ_FORMAT, imp_fmt);
GLES20.glGetIntegerv(GLES20.GL_IMPLEMENTATION_COLOR_READ_TYPE, imp_type);
*/
this.onFrameCallback = onFrameCallback;
isRecord = true;
} else {
this.onFrameCallback = null;
}
}
private void setFrameCallbackMatrix(){
if(frameCallbackHeight>0 && frameCallbackWidth>0 && width>0 && height>0){
//計算輸出的變換矩陣
MatrixUtils.getMatrix(frameMatrix, MatrixUtils.TYPE_CENTERCROP, width, height, frameCallbackWidth,frameCallbackHeight);
MatrixUtils.flip(frameMatrix, false, true);
}
}
//需要回調,則縮放圖片到指定大小,讀取資料並回調
private void callbackIfNeeded() {
if (onFrameCallback != null && (isRecord || isShoot)) {
//設定繪製視窗,同一般直接繪製到螢幕的原理是一樣的,這裡只是離屏繪製到Framebuffer繫結紋理上
GLES20.glViewport(0, 0, frameCallbackWidth, frameCallbackHeight);
//繫結紋理,紋理輸出
EasyGlUtils.bindFrameTexture(fFrame[0], fTexture[0]);
//呼叫GLES20.glDrawElements() GLES20.glDrawArrays()將片元繪製到該Framebuffer繫結的紋理上
drawTexture(2); //Y 映象
//呼叫回撥顯示
frameCallback();
//解繫結
EasyGlUtils.unBindFrameBuffer();
}
}
//讀取資料並回調
private void frameCallback(){
//OpenGL提供了簡潔的函式來操作畫素:
//glReadPixels:讀取一些畫素。當前可以簡單理解為“把已經繪製好的畫素(它可能已經被儲存到顯示卡的視訊記憶體中)讀取到記憶體”。
//glDrawPixels:繪製一些畫素。當前可以簡單理解為“把記憶體中一些資料作為畫素資料,進行繪製”。
//glCopyPixels:複製一些畫素。當前可以簡單理解為“把已經繪製好的畫素從一個位置複製到另一個位置”。
//雖然從功能上看,好象等價於先讀取畫素再繪製畫素,但實際上它不需要把已經繪製的畫素(它可能已經被儲存到顯示卡的視訊記憶體中)轉換為記憶體資料,然後再由記憶體資料進行重新的繪製,
//所以要比先讀取後繪製快很多。
//這三個函式可以完成簡單的畫素讀取、繪製和複製任務,但實際上也可以完成更復雜的任務
//glReadPixels實際上是從緩衝區中讀取資料,如果使用了雙緩衝區,
//則預設是從正在顯示的緩衝(即前緩衝)中讀取,而繪製工作是預設繪製到後緩衝區的。因此,如果需要讀取已經繪製好的畫素,往往需要先交換前後緩衝
/*
void glReadPixels( GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLvoid * data)
type和format要匹配上:
format: GL_RGBA,GL_RGB,GL_ALPHA,GL_LUMINANCE等格式
GL_UNSIGNED_BYTE,0-255
GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4, or GL_UNSIGNED_SHORT_5_5_5_1, 這個每一個通道的範圍在0-2n次方的範圍內
查詢匹配的format和type值方法:
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE,&eReadType);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT,&eReadFormat);
*/
GLES20.glReadPixels(0, 0, frameCallbackWidth, frameCallbackHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, outPutBuffer[indexOutput]);
onFrameCallback.onFrame(outPutBuffer[indexOutput].array(),0);
}
private int[] fFrame = new int[1];
private int[] fRender = new int[1];
private int[] fTexture = new int[1];
private void deleteFrameBuffer() {
//GLES20.glDeleteRenderbuffers(1, fRender, 0);
GLES20.glDeleteFramebuffers(1, fFrame, 0);
GLES20.glDeleteTextures(1, fTexture, 0);
}
public SurfaceRenderer(Context context, Surface surface, int width, int height) {
Log.e
("TAG", " SurfaceRenderer create ");
this.surface = surface;
this.width = width;
this.height = height;
this.running = true;
this.context = context;
instance = (TextureViewMediaActivity)context;
videoTextureTransform = new float[16];
Thread thread = new Thread(this); // 渲染執行緒
thread.start();
}
@Override
public void run() {
initEGL();
initGLComponents();
deleteFrameBuffer();
GLES20.glGenFramebuffers(1, fFrame, 0); //產生Framebuffers
EasyGlUtils.genTexturesWithParameter(1, fTexture, 0, GLES20.GL_RGBA, width, height);//生成紋理
Log.d(LOG_TAG, "OpenGL init OK. start draw...");
while (running) {
if (draw()) {
//EGL交換快取區,實現雙快取交換並重新整理顯示快取(由底層的FramebufferNativeWindow輸出--FramebufferNativeWindo是ANativeWindow的繼承類,其內部實現了queuebuffer dequeuebuffer等操作)
//雙緩衝重新整理 front buffer 和 back buffer
//eglSwapBuffers會去觸發queuebuffer,dequeuebuffer,
//queuebuffer將畫好的buffer(back->front)交給surfaceflinger處理,
//dequeuebuffer新建立一個buffer用來畫圖
egl.eglSwapBuffers(eglDisplay, eglSurface);
}
}
deinitGLComponents();
deinitEGL();
}
private void initEGL() {
egl = (EGL10)EGLContext.getEGL();
//
eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
//version
int version[] = new int[2];
egl.eglInitialize(eglDisplay, version); // 初始化顯示裝置、獲取EGL版本號
EGLConfig eglConfig = chooseEglConfig();
//將Surface轉換為本地視窗
eglSurface = egl.eglCreateWindowSurface(eglDisplay, eglConfig, surface, null); // 建立EGLSurface,通過上層傳入的Surface surface建立本地EGLSurface(ANativeWindow)
eglContext = createContext(egl, eglDisplay, eglConfig);
try {
if (eglSurface == null || eglSurface == EGL10.EGL_NO_SURFACE) {
throw new RuntimeException("GL error:" + GLUtils.getEGLErrorString(egl.eglGetError()));
}
//將EGLDisplay、EGLSurface和EGLContext進行繫結(渲染上下文繫結到渲染面,指定當前的環境為繪製環境 EGLContext->context)
///eglMakeCurrent後生成的surface就可以利用opengl畫圖了
if (!egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) { // 繫結EGLSurface到本地EGLContext上下文,實現上層opengles的surface到底層egl的eglSurface的全域性環境繫結
throw new RuntimeException("GL Make current Error"+ GLUtils.getEGLErrorString(egl.eglGetError()));
}
}catch (Exception e) {
e.printStackTrace();
}
}
private void deinitEGL() {
egl.eglMakeCurrent(eglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroySurface(eglDisplay, eglSurface);
egl.eglDestroyContext(eglDisplay, eglContext);
egl.eglTerminate(eglDisplay);
Log.d(LOG_TAG, "OpenGL deinit OK.");
}
//建立EGL環境, EGLContext: OpenGL ES圖形上下文,它代表了OpenGL狀態機
private EGLContext createContext(EGL10 egl, EGLDisplay eglDisplay, EGLConfig eglConfig) {
//EGLContext 屬性
int[] attrs = {
EGL14.EGL_CONTEXT_CLIENT_VERSION, 2, // opengles 客戶版本 2.0
EGL10.EGL_NONE
};
return egl.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, attrs); //根據EGLContext屬性、EGLConfig配置,建立EGLContext(egl上下文)
}
//
private EGLConfig chooseEglConfig() {
int[] configsCount = new int[1];
EGLConfig[] configs = new EGLConfig[1];
int[] attributes = getAttributes();
int confSize = 1;
if (!egl.eglChooseConfig(eglDisplay, attributes, configs, confSize, configsCount)) {
throw new IllegalArgumentException("Failed to choose config:"+ GLUtils.getEGLErrorString(egl.eglGetError()));
}
else if (configsCount[0] > 0) {
return configs[0];
}
return null;
}
//EGLConfig 屬性
private int[] getAttributes()
{
return new int[] {
EGL10.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT, //渲染型別 EGL_OPENGL_ES2
EGL10.EGL_RED_SIZE, 8, // 渲染rgba大小
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
EGL10.EGL_DEPTH_SIZE, 0, // EGL_DEPTH_SIZE 深度、模板尺寸
EGL10.EGL_STENCIL_SIZE, 0,
EGL10.EGL_NONE
};
}
public void onPause(){
running = false;
}
@Override
protected void finalize() throws Throwable {
super.finalize();
running = false;
}
public int mColorFlag=0;
public int xyFlag=0;
public int mRatio;
public float ratio=0.5f;
public int textureHandle;
public int textureIdOne;
private int gHWidth;
private int gHHeight;
private float[] matrix=new float[16];
private float[] matrix0=new float[16];
private float[] mModelMatrix=new float[16];
private float[] mModelMatrix0=new float[16];
//映象
public float[] flip(float[] m,boolean x,boolean y){
if(x||y){
Matrix.scaleM(m,0,x?-1:1,y?-1:1,1);
}
return m;
}
public void setSize(){
Matrix.setIdentityM(mModelMatrix,0);
Matrix.setIdentityM(mModelMatrix0,0);
matrix = flip(mModelMatrix, true, false);
matrix0 = flip(mModelMatrix0, false, true);
}
private void setupGraphics()
{
final String vertexShader = HelpUtils.readTextFileFromRawResource(context, R.raw.vetext_sharder);
final String fragmentShader = HelpUtils.readTextFileFromRawResource(context, R.raw.fragment_sharder);
final int vertexShaderHandle = HelpUtils.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
final int fragmentShaderHandle = HelpUtils.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
shaderProgram = HelpUtils.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
new String[]{"texture","vPosition","vTexCoordinate","textureTransform"});
GLES20.glUseProgram(shaderProgram);
textureParamHandle = GLES20.glGetUniformLocation(shaderProgram, "texture"); // 攝像頭影象外部擴充套件紋理
textureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "vTexCoordinate"); // 頂點紋理座標
positionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition"); // 頂點座標
textureTranformHandle = GLES20.glGetUniformLocation(shaderProgram, "textureTransform");
textureHandle = GLES20.glGetUniformLocation(shaderProgram, "texture0"); // 獲得貼圖對應的紋理取樣器控制代碼(索引)
mRatio = GLES20.glGetUniformLocation(shaderProgram, "mratio"); // 融合因子
gHWidth=GLES20.glGetUniformLocation(shaderProgram,"mWidth"); // 視窗寬、高
gHHeight=GLES20.glGetUniformLocation(shaderProgram,"mHeight");
GLES20.glUniform1i(gHWidth,width);
GLES20.glUniform1i(gHHeight,height);
setSize();
}
private void setupVertexBuffer()
{
// Draw list buffer
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder. length * 2);
dlb.order(ByteOrder.nativeOrder()); //轉換成本地位元組序
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// Initialize the texture holder
ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder()); //轉換成本地位元組序
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
}
private void setupTexture()
{
ByteBuffer texturebb = ByteBuffer.allocateDirect(textureCoords.length * 4);
texturebb.order(ByteOrder.nativeOrder()); // 轉換成本地位元組序
textureBuffer = texturebb.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
// Generate the actual texture
GLES20.glActiveTexture(GLES20.GL_TEXTURE0); // 啟用(使能)相應的紋理單元
GLES20.glGenTextures(1, textures, 0); // 產生紋理id
checkGlError("Texture generate");
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]); //通過紋理id,繫結到相應的紋理單元,紋理單元記憶體放的型別可以很多種,比如GLES20.GL_TEXTURE_1D、GLES20.GL_TEXTURE_2D、GLES20.GL_TEXTURE_3D、GLES11Ext.GL_TEXTURE_EXTERNAL_OES等
checkGlError("Texture bind");
videoTexture = new SurfaceTexture(textures[0]); // 通過建立的紋理id,生成SurfaceTexture
videoTexture.setOnFrameAvailableListener(this);
}
public int initTexture(int drawableId)
{
//生成紋理ID
int[] textures = new int[1];
GLES20.glGenTextures
(
1, //產生的紋理id的數量
textures, //紋理id的陣列
0 //偏移量
);
int textureId = textures[0];
Log.i(LOG_TAG, " initTexture textureId = " + textureId);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST); // 紋素放大、縮小設定GL_LINEAR對應線性濾波,GL_NEAREST對應最近鄰濾波方式
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE); // 紋理邊界處理,當紋理座標超出[0,1]的範圍時該怎麼處理,GL_CLAMP_TO_EDGE --- 紋理座標會被截斷到[0,1]之間。座標值大的被截斷到紋理的邊緣部分,形成了一個拉伸的邊緣
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
//載入圖片
InputStream is = context.getResources().openRawResource(drawableId);
Bitmap bitmapTmp;
try {
bitmapTmp = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
}
catch(IOException e) {
e.printStackTrace();
}
}
//載紋理
GLUtils.texImage2D
(
GLES20.GL_TEXTURE_2D, //紋理型別,在OpenGL ES中必須為GL10.GL_TEXTURE_2D
0, //紋理的層次,0表示基本影象層,直接貼圖
bitmapTmp, //紋理影象
0 //紋理邊框尺寸
);
bitmapTmp.recycle(); //紋理載入成功後釋放圖片
return textureId;
}
protected boolean draw()
{
synchronized (this){
if (frameAvailable) {
videoTexture.updateTexImage(); // 更新SurfaceTexture紋理影象資訊,然後繫結的GLES11Ext.GL_TEXTURE_EXTERNAL_OES紋理才能渲染
videoTexture.getTransformMatrix(videoTextureTransform); // 獲取SurfaceTexture紋理變換矩
frameAvailable = false;
}
else{
return false;
}
}
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //設定清除顏色
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//GL_COLOR_BUFFER_BIT 設定視窗顏色
//GL_DEPTH_BUFFER_BIT 設定深度快取--把所有畫素的深度值設定為最大值(一般為遠裁剪面)
GLES20.glViewport(0, 0, width, height);
drawTexture();
callbackIfNeeded(); //離屏渲染、回撥顯示
return true;
}
private void drawTexture() {
// Draw texture
int mHProjMatrix=GLES20.glGetUniformLocation(shaderProgram,"uProjMatrix");
GLES20.glUniformMatrix4fv(mHProjMatrix,1,false,matrix,0);
int mHProjMatrix0=GLES20.glGetUniformLocation(shaderProgram,"uProjMatrix0");
GLES20.glUniformMatrix4fv(mHProjMatrix0,1,false,matrix0,0);
int mXyFlag = GLES20.glGetUniformLocation(shaderProgram, "xyFlag"); //映象型別: x映象,y映象---通過不同的變化矩陣與頂點位置向量進行左乘,如:uProjMatrix*vPosition;
GLES20.glUniform1i(mXyFlag, xyFlag);
int mColorFlagHandle = GLES20.glGetUniformLocation(shaderProgram, "colorFlag"); // 紋理操作型別(濾鏡處理):飽和度/灰度/冷暖色/放大鏡/模糊/美顏/紋理融合
GLES20.glUniform1i(mColorFlagHandle, mColorFlag);
//頂點屬性一般包括位置、顏色、法線、紋理座標屬性
GLES20.glEnableVertexAttribArray(positionHandle); // 使能相應的頂點位置屬性的頂點屬性陣列
GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer); // 指定(繫結)該相應的頂點位置屬性的頂點屬性陣列
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]); // 攝像頭影象紋理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glUniform1i(textureParamHandle, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIdOne); // 貼圖的影象紋理
GLES20.glUniform1i(textureHandle, 1);
GLES20.glEnableVertexAttribArray(textureCoordinateHandle);
GLES20.glVertexAttribPointer(textureCoordinateHandle, 4, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLES20.glUniformMatrix4fv(textureTranformHandle, 1, false, videoTextureTransform, 0); // GL_TEXTURE_EXTERNAL_OES紋理的變化矩
GLES20.glUniform1f(mRatio, ratio); // 紋理融合因子
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); // 根據頂點位置索引進行繪製片元
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(textureCoordinateHandle);
}
protected void initGLComponents() {
setupVertexBuffer();
setupTexture();
setupGraphics();
textureIdOne = initTexture(R.drawable.bg);
Message message = new Message();
message.what = 1;
instance.myHandler.sendMessage(message);
}
protected void deinitGLComponents() {
GLES20.glDeleteTextures(1, textures, 0);
GLES20.glDeleteProgram(shaderProgram);
videoTexture.release();
videoTexture.setOnFrameAvailableListener(null);
}
public void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e("SurfaceTest", op + ": glError " + GLUtils.getEGLErrorString(error));
}
}
public SurfaceTexture getVideoTexture() {
return videoTexture;
}
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
synchronized (this){
frameAvailable = true;
}
}
}
設定camera2 預覽、mediacodec/medianuxer 視訊編碼設定
package com.vr.jarry.playvideo_texuture;
import android.Manifest;
import android.app.Activity;
import android.content.Intent;
import android.content.pm.PackageManager;
import android.graphics.Bitmap;
import android.graphics.SurfaceTexture;
import android.hardware.camera2.CameraAccessException;
import android.hardware.camera2.CameraCaptureSession;
import android.hardware.camera2.CameraCharacteristics;
import android.hardware.camera2.CameraDevice;
import android.hardware.camera2.CameraManager;
import android.hardware.camera2.CaptureRequest;
import android.hardware.camera2.CaptureResult;
import android.hardware.camera2.TotalCaptureResult;
import android.media.MediaCodec;
import android.media.MediaCodecInfo;
import android.media.MediaFormat;
import android.media.MediaMuxer;
import android.media.MediaPlayer;
import android.net.Uri;
import android.os.Environment;
import android.os.Handler;
import android.os.Message;
import android.support.v4.app.ActivityCompat;
import android.os.Bundle;
import android.util.Log;
import android.view.Surface;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.TextureView;
import android.view.View;
import android.view.Window;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.ImageView;
import android.widget.SeekBar;
import android.widget.Toast;
import java.io.BufferedOutputStream;
import java.io.File;
import java.io.FileOutputStream;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.util.Arrays;
import com.vr.jarry.playvideo_texuture.SurfaceRenderer.OnFrameCallback;
public class TextureViewMediaActivity extends Activity implements OnFrameCallback, TextureView.SurfaceTextureListener{
private static final String TAG = "GLViewMediaActivity";
private boolean clickFlag = false;
public static final String videoPath = Environment.getExternalStorageDirectory()+"/live.mp4";
private SurfaceRenderer videoRenderer;
private Button btn_shutter, btn_mirror, btn_color;
ImageView imagView;
Surface mEncoderSurface;
BufferedOutputStream outputStream;
private MediaCodec mCodec, mDecodec;
boolean isEncode = false;
private MediaMuxer mMuxer;
TextureView mPreviewView;
CameraCaptureSession mSession;
CaptureRequest.Builder mPreviewBuilder;
public CameraDevice mCameraDevice;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_main_0);
mPreviewView = (TextureView) findViewById(R.id.id_textureview);
mPreviewView.setSurfaceTextureListener(this);
imagView = (ImageView) findViewById(R.id.id_textureview0);
SeekBar seekBar = (SeekBar) findViewById(R.id.id_seekBar);
seekBar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
@Override
public void onProgressChanged(SeekBar seekBar, int progress, boolean fromUser) {
// TODO Auto-generated method stub
if(videoRenderer != null) {
videoRenderer.ratio = progress/100.0f;
}
}
@Override
public void onStartTrackingTouch(SeekBar seekBar) {
// TODO Auto-generated method stub
}
@Override
public void onStopTrackingTouch(SeekBar seekBar) {
// TODO Auto-generated method stub
}
});
btn_color = (Button) findViewById(R.id.btn_color);
btn_shutter = (Button) findViewById(R.id.btn_shutter);
btn_mirror = (Button) findViewById(R.id.btn_mirror);
Button btn_play = (Button) findViewById(R.id.btn_play);
btn_play.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
File f = new File(mOutputPath);
if(f.exists() && mVideoTrack==-1){
Log.e(TAG, " play video ");
Intent intent = new Intent(Intent.ACTION_VIEW);
//intent.setDataAndType(Uri.parse(mOutputPath), "video/mp4");
intent.setDataAndType(Uri.parse(Environment.getExternalStorageDirectory().getAbsolutePath()+"/mcodecmux26.mp4"), "video/mp4");
startActivity(intent);
}else {
Log.e(TAG, " can not play video ");
if(!f.exists()) {
Toast.makeText(TextureViewMediaActivity.this, "Video file not exists!", Toast.LENGTH_SHORT).show();
}else {
if(mVideoTrack != -1) {
Toast.makeText(TextureViewMediaActivity.this, "Video record not stop!", Toast.LENGTH_SHORT).show();
}
}
}
}
});
btn_shutter.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
clickFlag = !clickFlag;
if(clickFlag) {
if(cameraFlag) {
Toast.makeText(TextureViewMediaActivity.this, "Start Record!", Toast.LENGTH_SHORT).show();
btn_shutter.setText("Stop");
try {
cameraManager.openCamera(CameraIdList[0], mCameraDeviceStateCallback, null);
} catch (CameraAccessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
startCodec();
}else {
Toast.makeText(TextureViewMediaActivity.this, "No camera permission!", Toast.LENGTH_SHORT).show();
}
}else {
btn_shutter.setText("Start");
videoRenderer.running = false;
try {
videoRenderer.join();
Log.e(TAG, " videoRenderer stop ");
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
if (mCameraDevice != null) {
mCameraDevice.close();
mCameraDevice = null;
}
stopCodec();
Toast.makeText(TextureViewMediaActivity.this, "Stop Record!", Toast.LENGTH_SHORT).show();
/*
try {
mSession.stopRepeating();
mPreviewBuilder.removeTarget(surface);
mPreviewBuilder.removeTarget(surface0);
surface.release();
surface0.release();
surface = null;
surface0 = null;
mSession.close();
Log.e(TAG, " mSession stop ");
} catch (CameraAccessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
*/
}
}
});
btn_color.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
if(videoRenderer != null) {
if(videoRenderer.mColorFlag == 0) {
videoRenderer.mColorFlag = 7;
Toast.makeText(TextureViewMediaActivity.this, "Saturation adjust!", Toast.LENGTH_SHORT).show();
}else if(videoRenderer.mColorFlag == 7) {
videoRenderer.mColorFlag = 1;
Toast.makeText(TextureViewMediaActivity.this, "Gray Color!", Toast.LENGTH_SHORT).show();
}else if(videoRenderer.mColorFlag == 1) {
videoRenderer.mColorFlag = 2;
Toast.makeText(TextureViewMediaActivity.this, "Warm Color!", Toast.LENGTH_SHORT).show();
}else if(videoRenderer.mColorFlag == 2){
videoRenderer.mColorFlag = 3;
Toast.makeText(TextureViewMediaActivity.this, "Cool Color!", Toast.LENGTH_SHORT).show();