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OpenGLES添加水印

OpenGLES添加水印

作者: 曾大稳丶 | 来源:发表于2018-08-24 14:12 被阅读0次

    原理

    多个纹理绘制在一个surface

    理解了添加水印的原理,不管是视频水印还是图片水印都是很简单的了,只是使用的纹理不一样而已。如果是绘制文字水印的话,则需要将文字生成图片,然后将图片使用纹理绘制即可。

    Android OpenGLES 绘制图片纹理

    那么怎样将多个纹理添加到同一个surface上?

    简单示例代码:

    
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.opengl.GLES20;
    import android.util.Log;
    
    import com.zzw.live.R;
    import com.zzw.live.egl.EglSurfaceView;
    import com.zzw.live.util.ShaderUtil;
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    public class CameraRender implements EglSurfaceView.Render {
        //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
    
                0f, 0f, 0f,//水印预留位置
                0f, 0f, 0f,
                0f, 0f, 0f,
                0f, 0f, 0f
        };
    
        //纹理坐标  对应顶点坐标  与之映射
        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;
    
        final int vertexCount = vertexData.length / COORDS_PER_VERTEX;
        //每一次取的总的点 大小
        static final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
    
        //位置
        protected FloatBuffer vertexBuffer;
        //纹理
        protected FloatBuffer textureBuffer;
        private int program;
        private int avPosition;
    
        //纹理位置
        private int afPosition;
        //纹理  默认第0个位置 可以不获取
        private int texture;
    
    
        //vbo id
        private int vboId;
    
        private int fboTextureId;
    
        private Context context;
    
        private Bitmap bitmap;
        private int waterTextureId;
    
        public CameraRender(Context context) {
            this.context = context;
            initWater();
    
            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);
        }
    
        @Override
        public void onSurfaceCreated() {
             //启用透明
            GLES20.glEnable(GLES20.GL_BLEND);
            GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
            program = ShaderUtil.createProgram(ShaderUtil.readRawTxt(context, R.raw.vertex_shader_screen),
                    ShaderUtil.readRawTxt(context, R.raw.fragment_shader_screen));
    
            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");
                //获取纹理字段
                texture = GLES20.glGetUniformLocation(program, "sTexture");
    
                //创建vbo
                createVBO();
    
                //创建水印纹理
                createWaterTextureId();
            }
        }
    
        @Override
        public void onSurfaceChanged(int width, int height) {
            //宽高
            GLES20.glViewport(0, 0, width, height);
        }
    
        @Override
        public void onDrawFrame() {
            //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);
    
            //使用程序
            GLES20.glUseProgram(program);
    
            //设置纹理
            //绑定渲染纹理  默认是第0个位置
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTextureId);
    
            GLES20.glEnableVertexAttribArray(avPosition);
            GLES20.glEnableVertexAttribArray(afPosition);
    
            //使用VBO设置纹理和顶点值
            useVboSetVertext();
    
    //        //设置顶点位置值
    //        GLES20.glVertexAttribPointer(avPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
    //        //设置纹理位置值
    //        GLES20.glVertexAttribPointer(afPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureBuffer);
    
            //绘制 GLES20.GL_TRIANGLE_STRIP:复用坐标
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
            GLES20.glDisableVertexAttribArray(avPosition);
            GLES20.glDisableVertexAttribArray(afPosition);
            //解绑纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
    
    
            drawWater();
        }
    
    
        public void onDraw(int fboTextureId) {
            this.fboTextureId = fboTextureId;
            onDrawFrame();
        }
    
        /**
         * 创建vbo
         */
        private void createVBO() {
            //1. 创建VBO
            int[] vbos = new int[1];
            GLES20.glGenBuffers(vbos.length, vbos, 0);
            vboId = vbos[0];
            //2. 绑定VBO
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
            //3. 分配VBO需要的缓存大小
            GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4 + textureData.length * 4, null, GLES20.GL_STATIC_DRAW);
            //4. 为VBO设置顶点数据的值
            GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
            GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, textureData.length * 4, textureBuffer);
            //5. 解绑VBO
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
        }
    
    
        /**
         * 使用vbo设置顶点位置
         */
        private void useVboSetVertext() {
            //1. 绑定VBO
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
            //2. 设置顶点数据
            GLES20.glVertexAttribPointer(avPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, 0);
            GLES20.glVertexAttribPointer(afPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexData.length * 4);
            //3. 解绑VBO
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
        }
    
    
        private void initWater() {
            bitmap = ShaderUtil.createTextImage("我是水印", 40, "#fff000", "#00000000", 0);
    
            //设置位置 根据需求自己配置
            float r = 1.0f * bitmap.getWidth() / bitmap.getHeight();
            float w = r * 0.1f;
            vertexData[12] = 0.8f - w;
            vertexData[13] = -0.8f;
            vertexData[14] = 0;
    
            vertexData[15] = 0.8f;
            vertexData[16] = -0.8f;
            vertexData[17] = 0;
    
            vertexData[18] = 0.8f - w;
            vertexData[19] = -0.7f;
            vertexData[20] = 0;
    
            vertexData[21] = 0.8f;
            vertexData[22] = -0.7f;
            vertexData[23] = 0;
        }
    
        private void createWaterTextureId() {
    
            int[] textureIds = new int[1];
            //创建纹理
            GLES20.glGenTextures(1, textureIds, 0);
            waterTextureId = textureIds[0];
            //绑定纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, waterTextureId);
            //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);
    
            ByteBuffer bitmapBuffer = ByteBuffer.allocate(bitmap.getHeight() * bitmap.getWidth() * 4);//RGBA
            bitmap.copyPixelsToBuffer(bitmapBuffer);
            //将bitmapBuffer位置移动到初始位置
            bitmapBuffer.flip();
    
            //设置内存大小绑定内存地址
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, bitmap.getWidth(), bitmap.getHeight(),
                    0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bitmapBuffer);
    
            //解绑纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        }
    
    
        public void drawWater() {
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, waterTextureId);
    
            GLES20.glEnableVertexAttribArray(avPosition);
            GLES20.glEnableVertexAttribArray(afPosition);
    
            GLES20.glVertexAttribPointer(avPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride,
                    vertexStride * 4);//四个坐标之后的是水印的坐标
            GLES20.glVertexAttribPointer(afPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride,
                    vertexData.length * 4);
    
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    
            GLES20.glDisableVertexAttribArray(avPosition);
            GLES20.glDisableVertexAttribArray(afPosition);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
        }
    
    }
    
    

    ShaderUtil.java

    
    
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Color;
    import android.graphics.Paint;
    import android.opengl.GLES20;
    import android.util.Log;
    
    import java.io.BufferedReader;
    import java.io.InputStream;
    import java.io.InputStreamReader;
    import java.nio.ByteBuffer;
    
    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;
        }
    
    
        public static Bitmap createTextImage(String text, int textSize, String textColor, String bgColor, int padding) {
    
            Paint paint = new Paint();
            paint.setColor(Color.parseColor(textColor));
            paint.setTextSize(textSize);
            paint.setStyle(Paint.Style.FILL);
            paint.setAntiAlias(true);
    
            float width = paint.measureText(text, 0, text.length());
    
            float top = paint.getFontMetrics().top;
            float bottom = paint.getFontMetrics().bottom;
    
            Bitmap bm = Bitmap.createBitmap((int) (width + padding * 2), (int) ((bottom - top) + padding * 2), Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(bm);
    
            canvas.drawColor(Color.parseColor(bgColor));
            canvas.drawText(text, padding, -top + padding, paint);
            return bm;
        }
    
        public static int loadBitmapTexture(Bitmap bitmap) {
            int[] textureIds = new int[1];
            GLES20.glGenTextures(1, textureIds, 0);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
            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);
            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);
    
            ByteBuffer bitmapBuffer = ByteBuffer.allocate(bitmap.getHeight() * bitmap.getWidth() * 4);//ARGB
            bitmap.copyPixelsToBuffer(bitmapBuffer);
            bitmapBuffer.flip();
    
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, bitmap.getWidth(),
                    bitmap.getHeight(), 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bitmapBuffer);
            return textureIds[0];
        }
    
    
    }
    
    

    我们只需要在当前GL_TEXTURE_2D纹理绘制之后在glBindTexture绑定水印的纹理绘制即可。这里需要注意的几个点:

    1. 需要开启透明,不然没有透明效果。
    //启用透明
    GLES20.glEnable(GLES20.GL_BLEND);
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
    
    
    1. 如果是使用fbo来离屏渲染OES纹理添加水印,需要在开个fbo来使用2D绘制OES的纹理和 添加水印,然后另外用一个Render来绘制fbo纹理,也就是说:fbo里面OES2D不能混用,不然不会起作用。这里如果说错,可以留言指导一下。

    2. 使用VBO需要注意点的位置。

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        本文标题:OpenGLES添加水印

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