- 把shader代码写入raw里面
vertex_shader.glsl
attribute vec4 av_Position;//顶点位置
attribute vec2 af_Position;//纹理位置
varying vec2 v_texPo;//纹理位置 与fragment_shader交互
void main() {
v_texPo = af_Position;
gl_Position = av_Position;
}
fragment_shader.glsl
precision mediump float;//精度 为float
varying vec2 v_texPo;//纹理位置 接收于vertex_shader
uniform sampler2D sampler_y;//纹理y
uniform sampler2D sampler_u;//纹理u
uniform sampler2D sampler_v;//纹理v
void main() {
//yuv420->rgb
float y,u,v;
y = texture2D(sampler_y,v_texPo).r;
u = texture2D(sampler_u,v_texPo).r- 0.5;
v = texture2D(sampler_v,v_texPo).r- 0.5;
vec3 rgb;
rgb.r = y + 1.403 * v;
rgb.g = y - 0.344 * u - 0.714 * v;
rgb.b = y + 1.770 * u;
gl_FragColor=vec4(rgb,1);
}
因为OpenGLES
需要用rgb
来加载显示,这里就需要将yuv
转rgb
,这里放在OpenGL
里面转换,OpenGL
里面使用GPU
,提高性能。
- 数据写入
YUV420Texture.java
import android.content.Context;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class YUV420Texture {
private Context context;
//顶点坐标
static float vertexData[] = { // in counterclockwise order:
-1f, -1f, 0.0f, // bottom left
1f, -1f, 0.0f, // bottom right
-1f, 1f, 0.0f, // top left
1f, 1f, 0.0f, // top right
};
//纹理坐标
static float textureData[] = { // in counterclockwise order:
0f, 1f, 0.0f, // bottom left
1f, 1f, 0.0f, // bottom right
0f, 0f, 0.0f, // top left
1f, 0f, 0.0f, // top right
};
//每一次取点的时候取几个点
static final int COORDS_PER_VERTEX = 3;
private final int vertexCount = vertexData.length / COORDS_PER_VERTEX;
//每一次取的总的点 大小
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
//位置
private FloatBuffer vertexBuffer;
//纹理
private FloatBuffer textureBuffer;
private int program;
//顶点位置
private int avPosition;
//纹理位置
private int afPosition;
//shader yuv变量
private int sampler_y;
private int sampler_u;
private int sampler_v;
private int[] textureId_yuv;
//YUV数据
private int width_yuv;
private int height_yuv;
private ByteBuffer y;
private ByteBuffer u;
private ByteBuffer v;
public YUV420Texture(Context context) {
this.context = context;
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(textureData);
textureBuffer.position(0);
}
public void initYUV() {
String vertexSource = ShaderUtil.readRawTxt(context, R.raw.vertex_shader);
String fragmentSource = ShaderUtil.readRawTxt(context, R.raw.fragment_shader);
program = ShaderUtil.createProgram(vertexSource, fragmentSource);
if (program > 0) {
//获取顶点坐标字段
avPosition = GLES20.glGetAttribLocation(program, "av_Position");
//获取纹理坐标字段
afPosition = GLES20.glGetAttribLocation(program, "af_Position");
//获取yuv字段
sampler_y = GLES20.glGetUniformLocation(program, "sampler_y");
sampler_u = GLES20.glGetUniformLocation(program, "sampler_u");
sampler_v = GLES20.glGetUniformLocation(program, "sampler_v");
textureId_yuv = new int[3];
//创建3个纹理
GLES20.glGenTextures(3, textureId_yuv, 0);
//绑定纹理
for (int id : textureId_yuv) {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id);
//环绕(超出纹理坐标范围) (s==x t==y GL_REPEAT 重复)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
//过滤(纹理像素映射到坐标点) (缩小、放大:GL_LINEAR线性)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
}
}
}
public void setYUVData(int width, int height, byte[] y, byte[] u, byte[] v) {
this.width_yuv = width;
this.height_yuv = height;
this.y = ByteBuffer.wrap(y);
this.u = ByteBuffer.wrap(u);
this.v = ByteBuffer.wrap(v);
}
public void draw() {
if (width_yuv > 0 && height_yuv > 0 && y != null && u != null && v != null) {
GLES20.glUseProgram(program);
GLES20.glEnableVertexAttribArray(avPosition);
GLES20.glVertexAttribPointer(avPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
GLES20.glEnableVertexAttribArray(afPosition);
GLES20.glVertexAttribPointer(afPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureBuffer);
//激活纹理0来绑定y数据
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[0]);
//glTexImage2D (int target,
// int level,
// int internalformat,
// int width,
// int height,
// int border,
// int format,
// int type,
// Buffer pixels)
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv, height_yuv, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
//激活纹理1来绑定u数据
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[1]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv / 2, height_yuv / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, u);
//激活纹理2来绑定u数据
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[2]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv / 2, height_yuv / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, v);
//给fragment_shader里面yuv变量设置值 0 1 2 标识纹理x
GLES20.glUniform1i(sampler_y, 0);
GLES20.glUniform1i(sampler_u, 1);
GLES20.glUniform1i(sampler_v, 2);
//绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
y.clear();
u.clear();
v.clear();
y = null;
u = null;
v = null;
GLES20.glDisableVertexAttribArray(afPosition);
GLES20.glDisableVertexAttribArray(avPosition);
}
}
}
ShaderUtil.java
import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
public class ShaderUtil {
private static final String TAG = "ShaderUtil";
public static String readRawTxt(Context context, int rawId) {
InputStream inputStream = context.getResources().openRawResource(rawId);
BufferedReader reader = new BufferedReader(new InputStreamReader(inputStream));
StringBuffer sb = new StringBuffer();
String line;
try {
while ((line = reader.readLine()) != null) {
sb.append(line).append("\n");
}
reader.close();
} catch (Exception e) {
e.printStackTrace();
}
return sb.toString();
}
public static int loadShader(int shaderType, String source) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
//添加代码到shader
GLES20.glShaderSource(shader, source);
//编译shader
GLES20.glCompileShader(shader);
int[] compile = new int[1];
//检测是否编译成功
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compile, 0);
if (compile[0] != GLES20.GL_TRUE) {
Log.d(TAG, "shader compile error");
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
public static int createProgram(String vertexSource, String fragmentSource) {
//获取vertex shader
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
//获取fragment shader
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (fragmentShader == 0) {
return 0;
}
//创建一个空的渲染程序
int program = GLES20.glCreateProgram();
if (program != 0) {
//添加vertexShader到渲染程序
GLES20.glAttachShader(program, vertexShader);
//添加fragmentShader到渲染程序
GLES20.glAttachShader(program, fragmentShader);
//关联为可执行渲染程序
GLES20.glLinkProgram(program);
int[] linsStatus = new int[1];
//检测是否关联成功
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linsStatus, 0);
if (linsStatus[0] != GLES20.GL_TRUE) {
Log.d(TAG, "link program error");
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
}
- Render书写
MyRender.java
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MyRender implements GLSurfaceView.Renderer {
private Context context;
private YUV420Texture yuv420Texture;
public MyRender(Context context) {
this.context = context;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
yuv420Texture = new YUV420Texture(context);
yuv420Texture.initYUV();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//宽高
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
//清空颜色
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//设置背景颜色
// GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
yuv420Texture.draw();
}
public void setYuvData(int width, int height, byte[] y, byte[] u, byte[] v) {
if (yuv420Texture != null) {
yuv420Texture.setYUVData(width, height, y, u, v);
}
}
}
- GLSurfaceView引用Renderer
MyGLSurfaceView.java
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
public class MyGLSurfaceView extends GLSurfaceView {
private MyRender myRender;
public MyGLSurfaceView(Context context) {
this(context, null);
}
public MyGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
setEGLContextClientVersion(2);
myRender = new MyRender(context);
setRenderer(myRender);
//mode=GLSurfaceView.RENDERMODE_WHEN_DIRTY之后 调用requestRender()触发Render的onDrawFrame函数
//mode=GLSurfaceView.RENDERMODE_CONTINUOUSLY之后 自动调用onDrawFrame 60fps左右
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public void setYUVData(int width, int height, byte[] y, byte[] u, byte[] v) {
if (myRender != null) {
myRender.setYuvData(width, height, y, u, v);
requestRender();
}
}
}
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