着色器代码
虽然知道磨皮应该用双边滤波算法,但实际上我并不懂具体的代码编写过程,因此着色器代码用的是 GitHub 上找的一个项目:WSLiveDemo ,顶点着色器如下:
#version 300 es
layout(location=0) in vec4 aPosition;
layout(location=1) in vec4 aTexCoord;
uniform mat4 mMatrix;
out vec2 vTexCoord;
void main() {
vTexCoord = (mMatrix * aTexCoord).xy;
gl_Position = aPosition;
}
片段着色器如下:
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
precision highp float;
in highp vec2 vTexCoord;
uniform samplerExternalOES sTexture;
uniform highp vec2 singleStepOffset;
uniform highp vec4 params;
uniform highp float brightness;
const highp vec3 W = vec3(0.299, 0.587, 0.114);
const highp mat3 saturateMatrix = mat3(
1.1102, -0.0598, -0.061,
-0.0774, 1.0826, -0.1186,
-0.0228, -0.0228, 1.1772);
highp vec2 blurCoordinates[24];
highp float hardLight(highp float color) {
if (color <= 0.5)
color = color * color * 2.0;
else
color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
return color;
}
layout(location=0) out vec4 fragColor;
void main() {
highp vec3 centralColor = texture(sTexture, vTexCoord).rgb;
blurCoordinates[0] = vTexCoord.xy + singleStepOffset * vec2(0.0, -10.0);
blurCoordinates[1] = vTexCoord.xy + singleStepOffset * vec2(0.0, 10.0);
blurCoordinates[2] = vTexCoord.xy + singleStepOffset * vec2(-10.0, 0.0);
blurCoordinates[3] = vTexCoord.xy + singleStepOffset * vec2(10.0, 0.0);
blurCoordinates[4] = vTexCoord.xy + singleStepOffset * vec2(5.0, -8.0);
blurCoordinates[5] = vTexCoord.xy + singleStepOffset * vec2(5.0, 8.0);
blurCoordinates[6] = vTexCoord.xy + singleStepOffset * vec2(-5.0, 8.0);
blurCoordinates[7] = vTexCoord.xy + singleStepOffset * vec2(-5.0, -8.0);
blurCoordinates[8] = vTexCoord.xy + singleStepOffset * vec2(8.0, -5.0);
blurCoordinates[9] = vTexCoord.xy + singleStepOffset * vec2(8.0, 5.0);
blurCoordinates[10] = vTexCoord.xy + singleStepOffset * vec2(-8.0, 5.0);
blurCoordinates[11] = vTexCoord.xy + singleStepOffset * vec2(-8.0, -5.0);
blurCoordinates[12] = vTexCoord.xy + singleStepOffset * vec2(0.0, -6.0);
blurCoordinates[13] = vTexCoord.xy + singleStepOffset * vec2(0.0, 6.0);
blurCoordinates[14] = vTexCoord.xy + singleStepOffset * vec2(6.0, 0.0);
blurCoordinates[15] = vTexCoord.xy + singleStepOffset * vec2(-6.0, 0.0);
blurCoordinates[16] = vTexCoord.xy + singleStepOffset * vec2(-4.0, -4.0);
blurCoordinates[17] = vTexCoord.xy + singleStepOffset * vec2(-4.0, 4.0);
blurCoordinates[18] = vTexCoord.xy + singleStepOffset * vec2(4.0, -4.0);
blurCoordinates[19] = vTexCoord.xy + singleStepOffset * vec2(4.0, 4.0);
blurCoordinates[20] = vTexCoord.xy + singleStepOffset * vec2(-2.0, -2.0);
blurCoordinates[21] = vTexCoord.xy + singleStepOffset * vec2(-2.0, 2.0);
blurCoordinates[22] = vTexCoord.xy + singleStepOffset * vec2(2.0, -2.0);
blurCoordinates[23] = vTexCoord.xy + singleStepOffset * vec2(2.0, 2.0);
highp float sampleColor = centralColor.g * 22.0;
sampleColor += texture(sTexture, blurCoordinates[0]).g;
sampleColor += texture(sTexture, blurCoordinates[1]).g;
sampleColor += texture(sTexture, blurCoordinates[2]).g;
sampleColor += texture(sTexture, blurCoordinates[3]).g;
sampleColor += texture(sTexture, blurCoordinates[4]).g;
sampleColor += texture(sTexture, blurCoordinates[5]).g;
sampleColor += texture(sTexture, blurCoordinates[6]).g;
sampleColor += texture(sTexture, blurCoordinates[7]).g;
sampleColor += texture(sTexture, blurCoordinates[8]).g;
sampleColor += texture(sTexture, blurCoordinates[9]).g;
sampleColor += texture(sTexture, blurCoordinates[10]).g;
sampleColor += texture(sTexture, blurCoordinates[11]).g;
sampleColor += texture(sTexture, blurCoordinates[12]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[13]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[14]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[15]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[16]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[17]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[18]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[19]).g * 2.0;
sampleColor += texture(sTexture, blurCoordinates[20]).g * 3.0;
sampleColor += texture(sTexture, blurCoordinates[21]).g * 3.0;
sampleColor += texture(sTexture, blurCoordinates[22]).g * 3.0;
sampleColor += texture(sTexture, blurCoordinates[23]).g * 3.0;
sampleColor = sampleColor / 62.0;
highp float highPass = centralColor.g - sampleColor + 0.5;
for (int i = 0; i < 5; i++) {
highPass = hardLight(highPass);
}
highp float lumance = dot(centralColor, W);
highp float alpha = pow(lumance, params.r);
highp vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);
highp vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);
highp vec3 bianliang = max(smoothColor, centralColor);
highp vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;
fragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
fragColor.rgb = mix(fragColor.rgb, bianliang, alpha);
fragColor.rgb = mix(fragColor.rgb, rouguang, params.b);
highp vec3 satcolor = fragColor.rgb * saturateMatrix;
fragColor.rgb = mix(fragColor.rgb, satcolor, params.a);
fragColor.rgb = vec3(fragColor.rgb + vec3(brightness));
}
OpenGL 代码
先创建顶点坐标等数据:
const static GLfloat VERTICES[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f
};
const static GLfloat TEX_COORDS[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
const static GLushort INDICES[] = {
0, 1, 2,
1, 2, 3
};
const static GLuint ATTRIB_POSITION = 0;
const static GLuint ATTRIB_TEX_COORD = 1;
const static GLuint VERTEX_POS_SIZE = 2;
const static GLuint INDEX_NUMBER = 6;
const static GLuint TEX_COORD_POS_SIZE = 2;
接着加载着色器、使用 VBO 、VAO 缓存顶点数据:
int Beauty::init(AAssetManager *manager, ANativeWindow *window, int width, int height) {
mWindow = window;
resize(width, height);
if (!mEGLCore->buildContext(window)) {
LOGE("buildContext failed");
return -1;
}
std::string *vShader = readShaderFromAsset(manager, "beauty.vert");
std::string *fShader = readShaderFromAsset(manager, "beauty.frag");
mProgram = loadProgram(vShader->c_str(), fShader->c_str());
if (!mProgram) {
LOGE("loadProgram failed!");
return -1;
}
// 设置默认帧缓冲区纹理
glGenTextures(1, &mTexOes);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexOes);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
initVbo();
initVao();
initPbo();
mMatrixLoc = glGetUniformLocation(mProgram, "mMatrix");
mTexLoc = glGetUniformLocation(mProgram, "sTexture");
mParamsLoc = glGetUniformLocation(mProgram, "params");
mBrightnessLoc = glGetUniformLocation(mProgram, "brightness");
mSingleStepOffsetLoc = glGetUniformLocation(mProgram, "singleStepOffset");
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
delete vShader;
delete fShader;
return mTexOes;
}
void Beauty::initVbo() {
// 缓存顶点坐标、纹理坐标、索引数据到缓冲区中
glGenBuffers(3, mVboIds);
glBindBuffer(GL_ARRAY_BUFFER, mVboIds[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, mVboIds[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(TEX_COORDS), TEX_COORDS, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVboIds[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(INDICES), INDICES, GL_STATIC_DRAW);
}
void Beauty::initVao() {
glGenVertexArrays(1, &mVao);
// 使用缓冲区的数据设置顶点属性,并绑定至 vao
glBindVertexArray(mVao);
glBindBuffer(GL_ARRAY_BUFFER, mVboIds[0]);
glEnableVertexAttribArray(ATTRIB_POSITION);
glVertexAttribPointer(ATTRIB_POSITION, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, mVboIds[1]);
glEnableVertexAttribArray(ATTRIB_TEX_COORD);
glVertexAttribPointer(ATTRIB_TEX_COORD, TEX_COORD_POS_SIZE, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVboIds[2]);
glBindVertexArray(0);
}
void Beauty::initPbo() {
// 生成 pbo
glGenBuffers(2, mPboIds);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPboIds[0]);
glBufferData(GL_PIXEL_PACK_BUFFER, mWidth * mHeight * 4, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPboIds[1]);
glBufferData(GL_PIXEL_PACK_BUFFER, mWidth * mHeight * 4, nullptr, GL_DYNAMIC_COPY);
}
然后绘制即可:
void
Beauty::draw(GLfloat *matrix, GLfloat beauty, GLfloat saturate, GLfloat bright, bool recording) {
glViewport(0, 0, mWidth, mHeight);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(mProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTexOes);
glUniform1i(mTexLoc, 0);
glUniformMatrix4fv(mMatrixLoc, 1, GL_FALSE, matrix);
glUniform4fv(mParamsLoc, 1, getParams(beauty, saturate));
glUniform1f(mBrightnessLoc, getBright(bright));
glUniform2fv(mSingleStepOffsetLoc, 1, getSingleStepOffset(mWidth, mHeight));
// 从 vao 中读取数据并渲染
glBindVertexArray(mVao);
glDrawElements(GL_TRIANGLES, INDEX_NUMBER, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
// 下面这段代码块是配合 ffmpeg 使用的,用于将美颜后的图像发送到 ffmpeg 中以录制视频,可以忽略
if (recording) {
int rgbSize = mWidth * mHeight * 4;
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPboIds[mPboReadIndex]);
// 从默认帧缓冲区读取数据到 PBO 中,PBO 可以加快数据传输速度
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0);
if (mPboMapIndex >= 0) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, mPboIds[mPboMapIndex]);
uint8_t *mapData = (uint8_t *) glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, rgbSize,
GL_MAP_READ_BIT);
uint8_t *rgb = new uint8_t[rgbSize];
memcpy(rgb, mapData, (size_t) rgbSize);
recordImage(rgb, rgbSize, mWidth, mHeight, PIXEL_FORMAT_ABGR); // ffmpeg 视频录制接口
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
mPboMapIndex = mPboReadIndex;
mPboReadIndex = 1 - mPboReadIndex;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
glFlush();
mEGLCore->swapBuffer();
}
GLfloat *Beauty::getParams(const GLfloat beauty, const GLfloat saturate) {
GLfloat *value = new GLfloat[4];
value[0] = 1.6f - 1.2f * beauty;
value[1] = 1.3f - 0.6f * beauty;
value[2] = -0.2f + 0.6f * saturate;
value[3] = -0.2f + 0.6f * saturate;
return value;
}
GLfloat Beauty::getBright(const GLfloat bright) {
return 0.6f * (-0.5f + bright);
}
GLfloat *Beauty::getSingleStepOffset(const GLfloat width, const GLfloat height) {
GLfloat *value = new GLfloat[2];
value[0] = 2.0f / width;
value[1] = 2.0f / height;
return value;
}
Java 代码
Java 代码很简单,只需要一个 SurfaceView,把 OpenGL 返回的纹理 ID 设置给 Camera 以开启预览即可,需要注意的是,更新预览图的代码需要和 OpenGL 运行在主线程之外的同一线程中:
private SurfaceTexture initOpenGL(Surface surface, int width, int height)
throws ExecutionException, InterruptedException {
Future<SurfaceTexture> future = mExecutor.submit(() -> {
AssetManager manager = getContext().getAssets();
int textureId = _init(surface, width, height, manager);
if (textureId < 0) {
Log.e(TAG, "surfaceCreated init OpenGL ES failed!");
mIsBeautyOpen = false;
return null;
}
SurfaceTexture surfaceTexture = new SurfaceTexture(textureId);
surfaceTexture.setOnFrameAvailableListener(surfaceTexture1 -> drawOpenGL());
return surfaceTexture;
});
return future.get();
}
private void drawOpenGL() {
mExecutor.execute(() -> {
if (mSurfaceTexture != null) {
mSurfaceTexture.updateTexImage(); // 必须运行在 OpenGL 线程环境中
mSurfaceTexture.getTransformMatrix(mMatrix);
_draw(mMatrix, mBeautyLevel, mSaturateLevel, mBrightLevel, mIsRecording);
}
});
}
private void releaseOpenGL() {
mExecutor.execute(() -> {
if (mSurfaceTexture != null) {
mSurfaceTexture.release();
mSurfaceTexture = null;
}
_stop();
});
}
"_" 开头的是 native 方法,可以通过 native 接口设置磨皮、饱和度等参数:
private static native int _init(Surface surface, int width, int height, AssetManager manager);
private static native void _draw(float[] matrix, float beauty, float saturate, float bright,
boolean recording);
private static native void _stop();
源码已上传到 GitHub。
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