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Android Camera FBO离屏渲染

Android Camera FBO离屏渲染

作者: 冲锋在路上的兵 | 来源:发表于2018-01-22 18:29 被阅读381次

    1.GLSurfaceView
    区别于SurfaceView,TextureSurfaceView,需自行出来图像画面的渲染
    onSurfaceCreated(GL10 gl, EGLConfig config); 初始化SurefaceView,创建纹理操作。
    onSurfaceChanged(GL10 gl, int width, int height);监听Surfaceview大小改变。
    onDrawFrame(GL10 gl);进行图像处理及渲染draw工作。
    2.FBO
    FBO还需相关对象来辅佐,Shader;原纹理texture;输出纹理texture(fbo纹理);

    public class Shader {
        private int mProgram = 0;
        private int mShaderVertex = 0;
        private int mShaderFragment = 0;
    
        // HashMap for storing uniform/attribute handles
        private final HashMap<String, Integer> mShaderHandleMap = new HashMap<>();
    
        public Shader() {
        }
    
        public void setProgram(int vertexShader, int fragmentShader, Context context)
                throws Exception {
            String vertexSource = loadRawString(vertexShader, context);
            String fragmentSource = loadRawString(fragmentShader, context);
    
            mShaderVertex = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
            mShaderFragment = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    
            int program = GLES20.glCreateProgram();
            if (program != 0) {
                GLES20.glAttachShader(program, mShaderVertex);
                GLES20.glAttachShader(program, mShaderFragment);
                GLES20.glLinkProgram(program);
                int[] linkStatus = new int[1];
                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
                if (linkStatus[0] != GLES20.GL_TRUE) {
                    String error = GLES20.glGetProgramInfoLog(program);
                    deleteProgram();
                    throw new Exception(error);
                }
            }
    
            mProgram = program;
            mShaderHandleMap.clear();
        }
    
        public void useProgram() {
            GLES20.glUseProgram(mProgram);
        }
    
        public void deleteProgram() {
            GLES20.glDeleteShader(mShaderVertex);
            GLES20.glDeleteShader(mShaderFragment);
            GLES20.glDeleteProgram(mProgram);
            mProgram = mShaderVertex = mShaderFragment = 0;
        }
    
        public int programHandle() {
            return mProgram;
        }
    
        public int getHandle(String name) {
            if (mShaderHandleMap.containsKey(name)) {
                return mShaderHandleMap.get(name);
            }
    
            int handle = GLES20.glGetAttribLocation(mProgram, name);
            if (handle == -1) {
                handle = GLES20.glGetUniformLocation(mProgram, name);
            }
            if (handle == -1) {
                Log.d("GLSL shader", "Could not get attrib location for " + name);
            } else {
                mShaderHandleMap.put(name, handle);
            }
    
            return handle;
        }
    
        public int[] getHandles(String... names) {
            int[] res = new int[names.length];
            for (int i = 0; i < names.length; ++i) {
                res[i] = getHandle(names[i]);
            }
    
            return res;
        }
    
        private int loadShader(int shaderType, String source) throws Exception {
            int shader = GLES20.glCreateShader(shaderType);
            if (shader != 0) {
                GLES20.glShaderSource(shader, source);
                GLES20.glCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    
                if (compiled[0] == 0) {
                    String error = GLES20.glGetShaderInfoLog(shader);
                    GLES20.glDeleteShader(shader);
                    throw new Exception(error);
                }
            }
    
            return shader;
        }
    
        private String loadRawString(int rawId, Context context) throws Exception {
            InputStream is = context.getResources().openRawResource(rawId);
            ByteArrayOutputStream baos = new ByteArrayOutputStream();
            byte[] buf = new byte[1024];
            int len;
            while ((len = is.read(buf)) != -1) {
                baos.write(buf, 0, len);
            }
            return baos.toString();
        }}
    

    创建fbo

    private int createFbo(int width, int height) {
            int[] texture = new int[1];
            int[] fbo = new int[1];
            GLES20.glGenFramebuffers(1, fbo, 0);
            GLES20.glGenTextures(1, texture, 0);
            mFbo = fbo[0];
            mDstTexture = texture[0];
    
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mDstTexture);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    
            // Bind the framebuffer
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFbo);
            // Specify texture as color attachment
            GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mDstTexture, 0);
            // Check for framebuffer complete
            int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
            if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
                Log.e(LOG_TAG, "Failed to create framebuffer!!!");
            }
    
            return 0;
        } 
    

    渲染器

    public class TextureRenderer {
        private static final String LOG_TAG = "TextureRenderer";
    
        private final String mVertexShader =
                "attribute vec4 position;\n" +
                        "attribute vec2 inputTextureCoordinate;\n" +
                        "uniform mat4 uMVPMatrix;\n" +
                        "uniform mat4 uSTMatrix;\n" +
                        "varying vec2 textureCoordinate;\n" +
                        "void main()\n" +
                        "{\n" +
                        "gl_Position = uMVPMatrix * position;\n" +
                        "vec4 tex4 = vec4(inputTextureCoordinate.xy, 1.0, 1.0);\n" +
                        "textureCoordinate = (uSTMatrix * tex4).xy;\n" +
                        "}";
    
        private final String mFragmentShaderOes =
                "#extension GL_OES_EGL_image_external : require\n" +
                        "precision mediump float;\n" +
                        "varying vec2 textureCoordinate;\n" +
                        "uniform samplerExternalOES s_texture;\n" +
                        "void main() {\n" +
                        "gl_FragColor = texture2D(s_texture, textureCoordinate);\n" +
                        "}";
    
        private final String mFragmentShaderRgba =
                "precision mediump float;\n" +
                        "varying vec2 textureCoordinate;\n" +
                        "uniform sampler2D s_texture;\n" +
                        "void main() {\n" +
                        "gl_FragColor = texture2D(s_texture, textureCoordinate);\n" +
                        "}";
    
        private FloatBuffer vertexBuffer, textureVerticesBuffer;
        private ShortBuffer drawListBuffer;
        private final int mProgram;
    
        private boolean mOesTexture = true;
    
        // number of coordinates per vertex in this array
        static final int COORDS_PER_VERTEX = 2;
        static float squareVertices[] = {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
        // in counterclockwise order:
        float textureVertices[] = {0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,};
    
        private short drawOrder[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
    
        private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
    
        // uniforms
        private int muMVPMatrixHandle;
        private int muSTMatrixHandle;
        private float[] mMVPMatrix = new float[16];
        private float[] mSTMatrix = new float[16];
    
        public TextureRenderer(boolean isOesTexture) {
            mOesTexture = isOesTexture;
    
            ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4);
            bb.order(ByteOrder.nativeOrder());
            vertexBuffer = bb.asFloatBuffer();
            vertexBuffer.put(squareVertices);
            vertexBuffer.position(0);
    
            ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
            dlb.order(ByteOrder.nativeOrder());
            drawListBuffer = dlb.asShortBuffer();
            drawListBuffer.put(drawOrder);
            drawListBuffer.position(0);
    
            ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
            bb2.order(ByteOrder.nativeOrder());
            textureVerticesBuffer = bb2.asFloatBuffer();
            textureVerticesBuffer.put(textureVertices);
            textureVerticesBuffer.position(0);
    
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, mVertexShader);
            int fragmentShader;
            if (mOesTexture) {
                fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, mFragmentShaderOes);
            } else {
                fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, mFragmentShaderRgba);
            }
    
            mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
            GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
            GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
            GLES20.glLinkProgram(mProgram);
    
            muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
            muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
    
            Matrix.setIdentityM(mMVPMatrix, 0);
            Matrix.setIdentityM(mSTMatrix, 0);
        }
    
        public void rotate(int degrees) {
            double theta = (double) degrees / 180 * Math.PI;
            mMVPMatrix[0] = (float) Math.cos(theta);
            mMVPMatrix[1] = -(float) Math.sin(theta);
            mMVPMatrix[4] = (float) Math.sin(theta);
            mMVPMatrix[5] = (float) Math.cos(theta);
        }
    
        public void draw(int texture) {
            GLES20.glUseProgram(mProgram);
    
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            if (mOesTexture)
                GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
            else
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
    
            int positionHandle = GLES20.glGetAttribLocation(mProgram, "position");
            GLES20.glEnableVertexAttribArray(positionHandle);
            GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
    
            int textureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
            GLES20.glEnableVertexAttribArray(textureCoordHandle);
            GLES20.glVertexAttribPointer(textureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);
    
            GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
            GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
    
            GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
    
            // Disable vertex array
            GLES20.glDisableVertexAttribArray(positionHandle);
            GLES20.glDisableVertexAttribArray(textureCoordHandle);
    
            GLES20.glUseProgram(0);
        }
    
        private void printMatrix(float[] matrix) {
            // 4 x 4
            for (int i = 0; i < 4; i++) {
                Log.d(LOG_TAG, matrix[i * 4 + 0] + " " + matrix[i * 4 + 1] + " " + matrix[i * 4 + 2] + " " + matrix[i * 4 + 3]);
            }
        }
    
        public void draw(int texture, float[] matrix) {
    //        Log.i(TAG, "Matrix is");
    //        printMatrix(matrix);
    //        mSTMatrix = matrix;
            for (int i = 0; i < matrix.length; i++) {
                mSTMatrix[i] = matrix[i];
            }
            // debug
    
            draw(texture);
        }
    
        private int loadShader(int type, String shaderCode) {
            int shader = GLES20.glCreateShader(type);
    
            GLES20.glShaderSource(shader, shaderCode);
            GLES20.glCompileShader(shader);
    
            return shader;
        }
    }
    

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