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Opengl ES之RGB转NV21

Opengl ES之RGB转NV21

作者: FlyerGo | 来源:发表于2023-01-15 14:41 被阅读0次

    前言

    在上一篇理论文章中我们介绍了YUV到RGB之间转换的几种公式与一些优化算法,今天我们再来介绍一下RGB到YUV的转换,顺便使用Opengl ES做个实践,将一张RGB的图片通过Shader
    的方式转换YUV格式图,然后保存到本地。

    可能有的童鞋会问,YUV转RGB是为了渲染显示,那么RGB转YUV的应用场景是什么?在做视频编码的时候我们可以使用MediaCodec搭配Surface就可以完成,貌似也没有用到RGB转YUV的功能啊,
    硬编码没有用到,那么软编码呢?一般我们做视频编码的时候都是硬编码优先,软编码兜底的原则,在遇到一些硬编码不可用的情况下可能就需要用到x264库进行软编码了,而此时RGB转YUV可能就派上用场啦。

    RGB到YUV的转换公式

    在前面 Opengl ES之YUV数据渲染 一文中我们介绍过YUV的几种兼容标准,下面我们看看RGB到YUV的转换公式:

    RGB 转 BT.601 YUV

    Y  =  0.257R + 0.504G + 0.098B + 16
    Cb = -0.148R - 0.291G + 0.439B + 128
    Cr =  0.439R - 0.368G - 0.071B + 128
    

    RGB 转 BT.709 YUV

    Y  =  0.183R + 0.614G + 0.062B + 16
    Cb = -0.101R - 0.339G + 0.439B + 128
    Cr =  0.439R - 0.399G - 0.040B + 128
    

    或者也可以使用矩阵运算的方式进行转换,更加的便捷:

    RGB转YUV

    RGB转YUV

    先说一下RGB转YUV的过程,先将RGB数据按照公式转换为YUV数据,然后将YUV数据按照RGBA进行排布,这一步的目的是为了后续数据读取,最后使用glReadPixels读取YUV数据。

    而对于OpenGL ES来说,目前它输入只认RGBA、lumiance、luminace alpha这几个格式,输出大多数实现只认RGBA格式,因此输出的数据格式虽然是YUV格式,但是在存储时我们仍然要按照RGBA方式去访问texture数据。

    以NV21的YUV数据为例,它的内存大小为width x height * 3 / 2。如果是RGBA的格式存储的话,占用的内存空间大小是width x height x 4(因为 RGBA 一共4个通道)。很显然它们的内存大小是对不上的,
    那么该如何调整Opengl buffer的大小让RGBA的输出能对应上YUV的输出呢?我们可以设计输出的宽为width / 4,高为height * 3 / 2即可。

    为什么是这样的呢?虽然我们的目的是将RGB转换成YUV,但是我们的输入和输出时读取的类型GLenum是依然是RGBA,也就是说:width x height x 4 = (width / 4) x (height * 3 / 2) * 4

    而YUV数据在内存中的分布以下这样子的:

    width / 4
    |--------------|
    |              |
    |              | h
    |      Y       |
    |--------------|            
    |   U   |  V   |
    |       |      |  h / 2
    |--------------|
    

    那么上面的排序如果进行了归一化之后呢,就变成了下面这样子了:

    (0,0) width / 4  (1,0)
    |--------------|
    |              |
    |              |  h
    |      Y       |
    |--------------|  (1,2/3)          
    |   U   |  V   |
    |       |      |  h / 2
    |--------------|
    (0,1)           (1,1)
    

    从上面的排布可以看出看出,在纹理坐标y < (2/3)时,需要完成一次对整个纹理的采样,用于生成Y数据,当纹理坐标 y > (2/3)时,同样需要再进行一次对整个纹理的采样,用于生成UV的数据。
    同时还需要将我们的视窗设置为glViewport(0, 0, width / 4, height * 1.5);

    由于视口宽度设置为原来的 1/4 ,可以简单的认为相对于原来的图像每隔4个像素做一次采样,由于我们生成Y数据是要对每一个像素都进行采样,所以还需要进行3次偏移采样。

    image

    同理,生成对于UV数据也需要进行3次额外的偏移采样。

    image

    在着色器中offset变量需要设置为一个归一化之后的值:1.0/width, 按照原理图,在纹理坐标 y < (2/3) 范围,一次采样(加三次偏移采样)4 个 RGBA 像素(R,G,B,A)生成 1 个(Y0,Y1,Y2,Y3),整个范围采样结束时填充好 width*height 大小的缓冲区;
    当纹理坐标 y > (2/3) 范围,一次采样(加三次偏移采样)4 个 RGBA 像素(R,G,B,A)生成 1 个(V0,U0,V0,U1),又因为 UV 缓冲区的高度为 height/2 ,VU plane 在垂直方向的采样是隔行进行,整个范围采样结束时填充好 width*height/2 大小的缓冲区。

    主要代码

    RGBtoYUVOpengl.cpp
    
    
    #include "../utils/Log.h"
    #include "RGBtoYUVOpengl.h"
    
    // 顶点着色器
    static const char *ver = "#version 300 es\n"
                             "in vec4 aPosition;\n"
                             "in vec2 aTexCoord;\n"
                             "out vec2 v_texCoord;\n"
                             "void main() {\n"
                             "  v_texCoord = aTexCoord;\n"
                             "  gl_Position = aPosition;\n"
                             "}";
    
    // 片元着色器
    static const char *fragment = "#version 300 es\n"
                                  "precision mediump float;\n"
                                  "in vec2 v_texCoord;\n"
                                  "layout(location = 0) out vec4 outColor;\n"
                                  "uniform sampler2D s_TextureMap;\n"
                                  "uniform float u_Offset;\n"
                                  "const vec3 COEF_Y = vec3(0.299, 0.587, 0.114);\n"
                                  "const vec3 COEF_U = vec3(-0.147, -0.289, 0.436);\n"
                                  "const vec3 COEF_V = vec3(0.615, -0.515, -0.100);\n"
                                  "const float UV_DIVIDE_LINE = 2.0 / 3.0;\n"
                                  "void main(){\n"
                                  "    vec2 texelOffset = vec2(u_Offset, 0.0);\n"
                                  "    if (v_texCoord.   y <= UV_DIVIDE_LINE) {\n"
                                  "        vec2 texCoord = vec2(v_texCoord.   x, v_texCoord.   y * 3.0 / 2.0);\n"
                                  "        vec4 color0 = texture(s_TextureMap, texCoord);\n"
                                  "        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);\n"
                                  "        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);\n"
                                  "        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);\n"
                                  "        float y0 = dot(color0.   rgb, COEF_Y);\n"
                                  "        float y1 = dot(color1.   rgb, COEF_Y);\n"
                                  "        float y2 = dot(color2.   rgb, COEF_Y);\n"
                                  "        float y3 = dot(color3.   rgb, COEF_Y);\n"
                                  "        outColor = vec4(y0, y1, y2, y3);\n"
                                  "    } else {\n"
                                  "        vec2 texCoord = vec2(v_texCoord.x, (v_texCoord.y - UV_DIVIDE_LINE) * 3.0);\n"
                                  "        vec4 color0 = texture(s_TextureMap, texCoord);\n"
                                  "        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);\n"
                                  "        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);\n"
                                  "        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);\n"
                                  "        float v0 = dot(color0.   rgb, COEF_V) + 0.5;\n"
                                  "        float u0 = dot(color1.   rgb, COEF_U) + 0.5;\n"
                                  "        float v1 = dot(color2.   rgb, COEF_V) + 0.5;\n"
                                  "        float u1 = dot(color3.   rgb, COEF_U) + 0.5;\n"
                                  "        outColor = vec4(v0, u0, v1, u1);\n"
                                  "    }\n"
                                  "}";
    
    
    // 使用绘制两个三角形组成一个矩形的形式(三角形带)
    // 第一第二第三个点组成一个三角形,第二第三第四个点组成一个三角形
    const static GLfloat VERTICES[] = {
            1.0f,-1.0f, // 右下
            1.0f,1.0f, // 右上
            -1.0f,-1.0f, // 左下
            -1.0f,1.0f // 左上
    };
    
    // FBO贴图纹理坐标(参考手机屏幕坐标系统,原点在左下角)
    // 注意坐标不要错乱
    const static GLfloat TEXTURE_COORD[] = {
            1.0f,0.0f, // 右下
            1.0f,1.0f, // 右上
            0.0f,0.0f, // 左下
            0.0f,1.0f // 左上
    };
    
    RGBtoYUVOpengl::RGBtoYUVOpengl() {
        initGlProgram(ver,fragment);
        positionHandle = glGetAttribLocation(program,"aPosition");
        textureHandle = glGetAttribLocation(program,"aTexCoord");
        textureSampler = glGetUniformLocation(program,"s_TextureMap");
        u_Offset = glGetUniformLocation(program,"u_Offset");
        LOGD("program:%d",program);
        LOGD("positionHandle:%d",positionHandle);
        LOGD("textureHandle:%d",textureHandle);
        LOGD("textureSample:%d",textureSampler);
        LOGD("u_Offset:%d",u_Offset);
    }
    
    RGBtoYUVOpengl::~RGBtoYUVOpengl() noexcept {
    
    }
    
    void RGBtoYUVOpengl::fboPrepare() {
        glGenTextures(1, &fboTextureId);
        // 绑定纹理
        glBindTexture(GL_TEXTURE_2D, fboTextureId);
        // 为当前绑定的纹理对象设置环绕、过滤方式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glBindTexture(GL_TEXTURE_2D, GL_NONE);
    
        glGenFramebuffers(1,&fboId);
        glBindFramebuffer(GL_FRAMEBUFFER,fboId);
        // 绑定纹理
        glBindTexture(GL_TEXTURE_2D,fboTextureId);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextureId, 0);
        // 这个纹理是多大的?
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth / 4, imageHeight * 1.5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        // 检查FBO状态
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {
            LOGE("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");
        }
        // 解绑
        glBindTexture(GL_TEXTURE_2D, GL_NONE);
        glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
    }
    
    // 渲染逻辑
    void RGBtoYUVOpengl::onDraw() {
    
        // 绘制到FBO上去
        // 绑定fbo
        glBindFramebuffer(GL_FRAMEBUFFER, fboId);
    
        glPixelStorei(GL_UNPACK_ALIGNMENT,1);
    
        // 设置视口大小
        glViewport(0, 0,imageWidth / 4, imageHeight * 1.5);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(program);
    
        // 激活纹理
        glActiveTexture(GL_TEXTURE2);
        glUniform1i(textureSampler, 2);
    
        // 绑定纹理
        glBindTexture(GL_TEXTURE_2D, textureId);
    
        // 设置偏移
        float texelOffset = (float) (1.f / (float) imageWidth);
        glUniform1f(u_Offset,texelOffset);
    
        /**
         * size 几个数字表示一个点,显示是两个数字表示一个点
         * normalized 是否需要归一化,不用,这里已经归一化了
         * stride 步长,连续顶点之间的间隔,如果顶点直接是连续的,也可填0
         */
        // 启用顶点数据
        glEnableVertexAttribArray(positionHandle);
        glVertexAttribPointer(positionHandle,2,GL_FLOAT,GL_FALSE,0,VERTICES);
    
        // 纹理坐标
        glEnableVertexAttribArray(textureHandle);
        glVertexAttribPointer(textureHandle,2,GL_FLOAT,GL_FALSE,0,TEXTURE_COORD);
    
        // 4个顶点绘制两个三角形组成矩形
        glDrawArrays(GL_TRIANGLE_STRIP,0,4);
    
        glUseProgram(0);
    
        // 禁用顶点
        glDisableVertexAttribArray(positionHandle);
        if(nullptr != eglHelper){
            eglHelper->swapBuffers();
        }
    
        glBindTexture(GL_TEXTURE_2D, 0);
    
        // 解绑fbo
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    
    // 设置RGB图像数据
    void RGBtoYUVOpengl::setPixel(void *data, int width, int height, int length) {
        LOGD("texture setPixel");
        imageWidth = width;
        imageHeight = height;
    
        // 准备fbo
        fboPrepare();
    
        glGenTextures(1, &textureId);
        // 激活纹理,注意以下这个两句是搭配的,glActiveTexture激活的是那个纹理,就设置的sampler2D是那个
        // 默认是0,如果不是0的话,需要在onDraw的时候重新激活一下?
    //    glActiveTexture(GL_TEXTURE0);
    //    glUniform1i(textureSampler, 0);
    
    // 例如,一样的
        glActiveTexture(GL_TEXTURE2);
        glUniform1i(textureSampler, 2);
    
        // 绑定纹理
        glBindTexture(GL_TEXTURE_2D, textureId);
        // 为当前绑定的纹理对象设置环绕、过滤方式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        // 生成mip贴图
        glGenerateMipmap(GL_TEXTURE_2D);
        // 解绑定
        glBindTexture(GL_TEXTURE_2D, 0);
    }
    
    // 读取渲染后的YUV数据
    void RGBtoYUVOpengl::readYUV(uint8_t **data, int *width, int *height) {
        // 从fbo中读取
        // 绑定fbo
        *width = imageWidth;
        *height = imageHeight;
        glBindFramebuffer(GL_FRAMEBUFFER, fboId);
        glBindTexture(GL_TEXTURE_2D, fboTextureId);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                GL_TEXTURE_2D, fboTextureId, 0);
        *data = new uint8_t[imageWidth * imageHeight * 3 / 2];
        glReadPixels(0, 0, imageWidth / 4, imageHeight * 1.5, GL_RGBA, GL_UNSIGNED_BYTE, *data);
        glBindTexture(GL_TEXTURE_2D, 0);
        // 解绑fbo
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    
    

    下面是Activity的主要代码逻辑:

    
    public class RGBToYUVActivity extends AppCompatActivity {
    
        protected MyGLSurfaceView myGLSurfaceView;
    
    
        @Override
        protected void onCreate(@Nullable Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.activity_rgb_to_yuv);
            myGLSurfaceView = findViewById(R.id.my_gl_surface_view);
            myGLSurfaceView.setOpenGlListener(new MyGLSurfaceView.OnOpenGlListener() {
                @Override
                public BaseOpengl onOpenglCreate() {
                    return new RGBtoYUVOpengl();
                }
    
                @Override
                public Bitmap requestBitmap() {
                    BitmapFactory.Options options = new BitmapFactory.Options();
                    options.inScaled = false;
                    return BitmapFactory.decodeResource(getResources(),R.mipmap.ic_smile,options);
                }
    
                @Override
                public void readPixelResult(byte[] bytes) {
                    if (null != bytes) {
    
                    }
                }
    
                // 也就是RGBtoYUVOpengl::readYUV读取到结果数据回调
                @Override
                public void readYUVResult(byte[] bytes) {
                    if (null != bytes) {
                        String fileName = System.currentTimeMillis() + ".yuv";
                        File fileParent = getFilesDir();
                        if (!fileParent.exists()) {
                            fileParent.mkdirs();
                        }
                        FileOutputStream fos = null;
                        try {
                            File file = new File(fileParent, fileName);
                            fos = new FileOutputStream(file);
                            fos.write(bytes,0,bytes.length);
                            fos.flush();
                            fos.close();
                            Toast.makeText(RGBToYUVActivity.this, "YUV图片保存成功" + file.getAbsolutePath(), Toast.LENGTH_LONG).show();
                        } catch (Exception e) {
                            Log.v("fly_learn_opengl", "图片保存异常:" + e.getMessage());
                            Toast.makeText(RGBToYUVActivity.this, "YUV图片保存失败", Toast.LENGTH_LONG).show();
                        }
                    }
                }
    
            });
    
            Button button = findViewById(R.id.bt_rgb_to_yuv);
            button.setOnClickListener(new View.OnClickListener() {
                @Override
                public void onClick(View view) {
                    myGLSurfaceView.readYuvData();
                }
            });
    
            ImageView iv_rgb = findViewById(R.id.iv_rgb);
            iv_rgb.setImageResource(R.mipmap.ic_smile);
    
        }
    }
    

    以下是自定义SurfaceView的代码:

    public class MyGLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
    
        private final static int MSG_CREATE_GL = 101;
        private final static int MSG_CHANGE_GL = 102;
        private final static int MSG_DRAW_GL = 103;
        private final static int MSG_DESTROY_GL = 104;
        private final static int MSG_READ_PIXEL_GL = 105;
        private final static int MSG_UPDATE_BITMAP_GL = 106;
        private final static int MSG_UPDATE_YUV_GL = 107;
        private final static int MSG_READ_YUV_GL = 108;
    
        public BaseOpengl baseOpengl;
        private OnOpenGlListener onOpenGlListener;
        private HandlerThread handlerThread;
        private Handler renderHandler;
    
        public int surfaceWidth;
        public int surfaceHeight;
    
        public MyGLSurfaceView(Context context) {
            this(context,null);
        }
    
        public MyGLSurfaceView(Context context, AttributeSet attrs) {
            super(context, attrs);
            getHolder().addCallback(this);
            handlerThread = new HandlerThread("RenderHandlerThread");
            handlerThread.start();
            renderHandler = new Handler(handlerThread.getLooper()){
                @Override
                public void handleMessage(@NonNull Message msg) {
                    switch (msg.what){
                        case MSG_CREATE_GL:
                            baseOpengl = onOpenGlListener.onOpenglCreate();
                            Surface surface = (Surface) msg.obj;
                            if(null != baseOpengl){
                                baseOpengl.surfaceCreated(surface);
                                Bitmap bitmap = onOpenGlListener.requestBitmap();
                                if(null != bitmap){
                                    baseOpengl.setBitmap(bitmap);
                                }
                            }
                            break;
    
                        case MSG_CHANGE_GL:
                            if(null != baseOpengl){
                                Size size = (Size) msg.obj;
                                baseOpengl.surfaceChanged(size.getWidth(),size.getHeight());
                            }
                            break;
    
                        case MSG_DRAW_GL:
                            if(null != baseOpengl){
                                baseOpengl.onGlDraw();
                            }
                            break;
    
                        case MSG_READ_PIXEL_GL:
                            if(null != baseOpengl){
                               byte[] bytes = baseOpengl.readPixel();
                               if(null != bytes && null != onOpenGlListener){
                                   onOpenGlListener.readPixelResult(bytes);
                               }
                            }
                            break;
    
                        case MSG_READ_YUV_GL:
                            if(null != baseOpengl){
                                byte[] bytes = baseOpengl.readYUVResult();
                                if(null != bytes && null != onOpenGlListener){
                                    onOpenGlListener.readYUVResult(bytes);
                                }
                            }
                            break;
    
    
                        case MSG_UPDATE_BITMAP_GL:
                            if(null != baseOpengl){
                                Bitmap bitmap = onOpenGlListener.requestBitmap();
                                if(null != bitmap){
                                    baseOpengl.setBitmap(bitmap);
                                    baseOpengl.onGlDraw();
                                }
                            }
                            break;
    
                        case MSG_UPDATE_YUV_GL:
                            if(null != baseOpengl){
                                YUVBean yuvBean = (YUVBean) msg.obj;
                                if(null != yuvBean){
                                    baseOpengl.setYuvData(yuvBean.getyData(),yuvBean.getUvData(),yuvBean.getWidth(),yuvBean.getHeight());
                                    baseOpengl.onGlDraw();
                                }
                            }
                            break;
    
                        case MSG_DESTROY_GL:
                            if(null != baseOpengl){
                                baseOpengl.surfaceDestroyed();
                            }
                            break;
                    }
                }
            };
        }
    
        public void setOpenGlListener(OnOpenGlListener listener) {
            this.onOpenGlListener = listener;
        }
    
        @Override
        public void surfaceCreated(@NonNull SurfaceHolder surfaceHolder) {
            Message message = Message.obtain();
            message.what = MSG_CREATE_GL;
            message.obj = surfaceHolder.getSurface();
            renderHandler.sendMessage(message);
        }
    
        @Override
        public void surfaceChanged(@NonNull SurfaceHolder surfaceHolder, int i, int w, int h) {
            Message message = Message.obtain();
            message.what = MSG_CHANGE_GL;
            message.obj = new Size(w,h);
            renderHandler.sendMessage(message);
    
            Message message1 = Message.obtain();
            message1.what = MSG_DRAW_GL;
            renderHandler.sendMessage(message1);
    
            surfaceWidth = w;
            surfaceHeight = h;
    
        }
    
        @Override
        public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {
            Message message = Message.obtain();
            message.what = MSG_DESTROY_GL;
            renderHandler.sendMessage(message);
        }
    
        public void readGlPixel(){
            Message message = Message.obtain();
            message.what = MSG_READ_PIXEL_GL;
            renderHandler.sendMessage(message);
        }
    
        public void readYuvData(){
            Message message = Message.obtain();
            message.what = MSG_READ_YUV_GL;
            renderHandler.sendMessage(message);
        }
    
        public void updateBitmap(){
            Message message = Message.obtain();
            message.what = MSG_UPDATE_BITMAP_GL;
            renderHandler.sendMessage(message);
        }
    
        public void setYuvData(byte[] yData,byte[] uvData,int width,int height){
            Message message = Message.obtain();
            message.what = MSG_UPDATE_YUV_GL;
            message.obj = new YUVBean(yData,uvData,width,height);
            renderHandler.sendMessage(message);
        }
    
        public void release(){
            // todo 主要线程同步问题,当心surfaceDestroyed还没有执行到,但是就被release了,那就内存泄漏了
            if(null != baseOpengl){
                baseOpengl.release();
            }
        }
    
        public void requestRender(){
            Message message = Message.obtain();
            message.what = MSG_DRAW_GL;
            renderHandler.sendMessage(message);
        }
    
        public interface OnOpenGlListener{
            BaseOpengl onOpenglCreate();
            Bitmap requestBitmap();
            void readPixelResult(byte[] bytes);
            void readYUVResult(byte[] bytes);
        }
    
    }
    

    BaseOpengl的java代码:

    public class BaseOpengl {
    
        public static final int YUV_DATA_TYPE_NV12 = 0;
        public static final int YUV_DATA_TYPE_NV21 = 1;
    
        // 三角形
        public static final int DRAW_TYPE_TRIANGLE = 0;
        // 四边形
        public static final int DRAW_TYPE_RECT = 1;
        // 纹理贴图
        public static final int DRAW_TYPE_TEXTURE_MAP = 2;
        // 矩阵变换
        public static final int DRAW_TYPE_MATRIX_TRANSFORM = 3;
        // VBO/VAO
        public static final int DRAW_TYPE_VBO_VAO = 4;
        // EBO
        public static final int DRAW_TYPE_EBO_IBO = 5;
        // FBO
        public static final int DRAW_TYPE_FBO = 6;
        // PBO
        public static final int DRAW_TYPE_PBO = 7;
        // YUV  nv12与nv21渲染
        public static final int DRAW_YUV_RENDER = 8;
        // 将rgb图像转换城nv21
        public static final int DRAW_RGB_TO_YUV = 9;
    
        public long glNativePtr;
        protected EGLHelper eglHelper;
        protected int drawType;
    
        public BaseOpengl(int drawType) {
            this.drawType = drawType;
            this.eglHelper = new EGLHelper();
        }
    
        public void surfaceCreated(Surface surface) {
            Log.v("fly_learn_opengl","------------surfaceCreated:" + surface);
            eglHelper.surfaceCreated(surface);
        }
    
        public void surfaceChanged(int width, int height) {
            Log.v("fly_learn_opengl","------------surfaceChanged:" + Thread.currentThread());
            eglHelper.surfaceChanged(width,height);
        }
    
        public void surfaceDestroyed() {
            Log.v("fly_learn_opengl","------------surfaceDestroyed:" + Thread.currentThread());
            eglHelper.surfaceDestroyed();
        }
    
        public void release(){
            if(glNativePtr != 0){
                n_free(glNativePtr,drawType);
                glNativePtr = 0;
            }
        }
    
        public void onGlDraw(){
            Log.v("fly_learn_opengl","------------onDraw:" + Thread.currentThread());
            if(glNativePtr == 0){
                glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);
            }
            if(glNativePtr != 0){
                n_onGlDraw(glNativePtr,drawType);
            }
        }
    
        public void setBitmap(Bitmap bitmap){
            if(glNativePtr == 0){
                glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);
            }
            if(glNativePtr != 0){
                n_setBitmap(glNativePtr,bitmap);
            }
        }
    
        public void setYuvData(byte[] yData,byte[] uvData,int width,int height){
            if(glNativePtr != 0){
                n_setYuvData(glNativePtr,yData,uvData,width,height,drawType);
            }
        }
    
        public void setMvpMatrix(float[] mvp){
            if(glNativePtr == 0){
                glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);
            }
            if(glNativePtr != 0){
                n_setMvpMatrix(glNativePtr,mvp);
            }
        }
    
        public byte[] readPixel(){
            if(glNativePtr != 0){
                return n_readPixel(glNativePtr,drawType);
            }
            return null;
        }
    
        public byte[] readYUVResult(){
            if(glNativePtr != 0){
                return n_readYUV(glNativePtr,drawType);
            }
            return null;
        }
    
        // 绘制
        private native void n_onGlDraw(long ptr,int drawType);
        private native void n_setMvpMatrix(long ptr,float[] mvp);
        private native void n_setBitmap(long ptr,Bitmap bitmap);
        protected native long n_gl_nativeInit(long eglPtr,int drawType);
        private native void n_free(long ptr,int drawType);
        private native byte[] n_readPixel(long ptr,int drawType);
        private native byte[] n_readYUV(long ptr,int drawType);
        private native void n_setYuvData(long ptr,byte[] yData,byte[] uvData,int width,int height,int drawType);
    
    }
    

    将转换后的YUV数据读取保存好后,可以将数据拉取到电脑上使用YUVViewer这个软件查看是否真正转换成功。

    参考

    https://juejin.cn/post/7025223104569802789

    专栏系列

    Opengl ES之EGL环境搭建
    Opengl ES之着色器
    Opengl ES之三角形绘制
    Opengl ES之四边形绘制
    Opengl ES之纹理贴图
    Opengl ES之VBO和VAO
    Opengl ES之EBO
    Opengl ES之FBO
    Opengl ES之PBO
    Opengl ES之YUV数据渲染
    YUV转RGB的一些理论知识

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