首先获取rgb分量数据保存到int[]Colors
public byte[] bgr2YUV(byte[] pixels, int width, int height) {
int size = pixels.length;
if (size == 0) {
return null;
}
int arg = 0;
if (size % 3 != 0) {
arg = 1;
}
// 一般RGB字节数组的长度应该是3的倍数,
// 不排除有特殊情况,多余的RGB数据用黑色0XFF000000填充
int[] color = new int[size / 3 + arg];
int red, green, blue;
int colorLen = color.length;
if (arg == 0) {
for (int i = 0; i < colorLen; ++i) {
red = convertByteToInt(pixels[i * 3]);
green = convertByteToInt(pixels[i * 3 + 1]);
blue = convertByteToInt(pixels[i * 3 + 2]);
// 获取RGB分量值通过按位或生成int的像素值
color[i] = (red << 16) | (green << 8) | blue;
}
}
return rgb2YCbCr420(color, width, height);
}
/**
* 将一个byte数转成int
* 实现这个函数的目的是为了将byte数当成无符号的变量去转化成int
* @param data
* @return
*/
public static int convertByteToInt(byte data) {
int heightBit = (int) ((data >> 4) & 0x0F);
int lowBit = (int) (0x0F & data);
return heightBit * 16 + lowBit;
}
然后将颜色分量转成nv21(yuv420p)格式
public static byte[] rgb2YCbCr420(int[] pixels, int width, int height) {
int len = width * height;
//yuv格式数组大小,y亮度占len长度,u,v各占len/4长度。
byte[] yuv = new byte[len * 3 / 2];
int y, u, v;
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
//屏蔽ARGB的透明度值
int rgb = pixels[i * width + j];
//像素的颜色顺序为bgr,移位运算。
int r = rgb & 0xFF;
int g = (rgb >> 8) & 0xFF;
int b = (rgb >> 16) & 0xFF;
//套用公式
// y = ((66 * r + 129 * g + 25 * b + 128) >> 8) + 16;
//
// u = ((-38 * r - 74 * g + 112 * b + 128) >> 8) + 128;
//
// v = ((112 * r - 94 * g - 18 * b + 128) >> 8) + 128;
y = ((76 * r + 150 * g + 29 * b + 128) >> 8) + 16;
u = ((-43 * r - 84 * g + 127 * b + 128) >> 8) + 128;
v = ((127 * r - 106 * g - 21 * b + 128) >> 8) + 128;
//调整
y = y < 16 ? 16 : (y > 255 ? 255 : y);
u = u < 0 ? 0 : (u > 255 ? 255 : u);
v = v < 0 ? 0 : (v > 255 ? 255 : v);
//赋值
yuv[i * width + j] = (byte) y;
yuv[len + (i >> 1) * width + (j & ~1) + 0] = (byte) v;
yuv[len + +(i >> 1) * width + (j & ~1) + 1] = (byte) u;
}
}
return yuv;
}
采用opengl将数据熏染到GLSurfaceView上
public class JfGLSurfaceView extends GLSurfaceView {
private JfRender jfRender;
public JfGLSurfaceView(Context context) {
this(context,null);
}
public JfGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
//使用opengl 2 必须加上这行代码
setEGLContextClientVersion(2);
jfRender = new JfRender(context);
setRenderer(jfRender);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);//requestRender()时不会重复渲染
}
public void feedYuvData(int width,int height,byte[] y,byte[] u,byte[] v){
if (jfRender != null) {
jfRender.setYUVRenderData(width, height, y, u, v);
requestRender();
}
}
}
JfRender
package com.wzw.bsdlib.view;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.util.Log;
import com.wzw.bsdlib.R;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class JfRender implements GLSurfaceView.Renderer {
private Context context;
private static final String TAG = "JfRender";
private final float[] vertexData ={//顶点坐标
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
private final float[] textureData ={//纹理坐标
0f,1f,
1f, 1f,
0f, 0f,
1f, 0f
};
private FloatBuffer vertexBuffer;
private FloatBuffer textureBuffer;
private int program_yuv;
private int avPosition_yuv;
private int afPosition_yuv;
private int sampler_y;
private int sampler_u;
private int sampler_v;
private int[] textureId_yuv;
//渲染用
private int width_yuv;
private int height_yuv;
private ByteBuffer y;
private ByteBuffer u;
private ByteBuffer v;
public JfRender(Context context){
this.context = context;
//存储顶点坐标数据
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
//存储纹理坐标
textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(textureData);
textureBuffer.position(0);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
initRenderYUV();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
//用黑色清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
renderYUV();
}
/**
* 初始化
*/
private void initRenderYUV(){
String vertexSource = JfShaderUtil.readRawTxt(context, R.raw.vertex_shader);
String fragmentSource = JfShaderUtil.readRawTxt(context,R.raw.fragment_shader);
//创建一个渲染程序
program_yuv = JfShaderUtil.createProgram(vertexSource,fragmentSource);
//得到着色器中的属性
avPosition_yuv = GLES20.glGetAttribLocation(program_yuv,"av_Position");
afPosition_yuv = GLES20.glGetAttribLocation(program_yuv,"af_Position");
sampler_y = GLES20.glGetUniformLocation(program_yuv, "sampler_y");
sampler_u = GLES20.glGetUniformLocation(program_yuv, "sampler_u");
sampler_v = GLES20.glGetUniformLocation(program_yuv, "sampler_v");
//创建纹理
textureId_yuv = new int[3];
GLES20.glGenTextures(3, textureId_yuv, 0);
for(int i = 0; i < 3; i++)
{
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[i]);
//设置环绕和过滤方式
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);
}
Log.e(TAG, "initRenderYUV");
}
public void setYUVRenderData(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);
}
/**
* 渲染
*/
private void renderYUV(){
// Log.e(TAG, "渲染中");
if(width_yuv > 0 && height_yuv > 0 && y != null && u != null && v != null){
GLES20.glUseProgram(program_yuv);//使用源程序
GLES20.glEnableVertexAttribArray(avPosition_yuv);//使顶点属性数组有效
GLES20.glVertexAttribPointer(avPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);//为顶点属性赋值
GLES20.glEnableVertexAttribArray(afPosition_yuv);
GLES20.glVertexAttribPointer(afPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);//激活纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[0]);//绑定纹理
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv, height_yuv, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);//
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);
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);
GLES20.glUniform1i(sampler_y, 0);
GLES20.glUniform1i(sampler_u, 1);
GLES20.glUniform1i(sampler_v, 2);
y.clear();
u.clear();
v.clear();
y = null;
u = null;
v = null;
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
}
fragment_shader文件
precision mediump float;
varying vec2 v_texPosition;
uniform sampler2D sampler_y;
uniform sampler2D sampler_u;
uniform sampler2D sampler_v;
void main() {
float y,u,v;
y = texture2D(sampler_y,v_texPosition).r;
u = texture2D(sampler_u,v_texPosition).r- 0.5;
v = texture2D(sampler_v,v_texPosition).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);
}
vertex_shader文件
attribute vec4 av_Position;
attribute vec2 af_Position;
varying vec2 v_texPosition;
void main() {
v_texPosition = af_Position;
gl_Position = av_Position;
}
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