一、概述
画面绘制是一个播放器的重要组成部分,这个demo就是可以简单了解下视频是怎么被渲染出来的。主要的功能就是,读取已经处理好的YUV420P的数据,之后传送到OpenGL ES中进行,渲染。
二、读取YUV420P的数据
想要读取yuv420p的数据就必须先了解它的数据结构,我把结构画个示意图,如下:
image.png
所以读取的时候,从0位置开始,根据视频帧画面的尺寸依次读取即可,代码如下:
is = getResources().getAssets().open("yuv_video.yuv");
byte[] y = new byte[w * h];
byte[] u = new byte[w * h / 4];
byte[] v = new byte[w * h / 4];
while (true) {
int ready = is.read(y);
int readu = is.read(u);
int readv = is.read(v);
if (ready > 0 && readu > 0 && readv > 0) {
mYuvRenderer.setYUVData(w, h, y, u, v);
mGLSurfaceView.requestRender();
Thread.sleep(50);
} else {
Log.d("dzh", "已经完成");
break;
}
}
以上代码处理去读处理好的yuv数据,还有个细节就是把数据传送给renderer了。
三、实现着色器的编写
顶点着色器:
attribute vec4 v_Position;
attribute vec2 f_Position;
varying vec2 ft_Position;
void main() {
ft_Position = f_Position;
gl_Position = v_Position;
}
片元着色器:
precision mediump float;
varying vec2 ft_Position;
uniform sampler2D sampler_y;
uniform sampler2D sampler_u;
uniform sampler2D sampler_v;
void main() {
float y,u,v;
y = texture2D(sampler_y,ft_Position).x;
u = texture2D(sampler_u,ft_Position).x- 128./255.;
v = texture2D(sampler_v,ft_Position).x- 128./255.;
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);
}
yuv视频渲染Renderer的完整代码:
package com.stormdzh.openglanimation.renderer;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import com.stormdzh.openglanimation.R;
import com.stormdzh.openglanimation.util.LogUtil;
import com.stormdzh.openglanimation.util.shader.ShaderUtil;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* @Description: YUV-着色器
* @Author: dzh
* @CreateDate: 2020-06-16 18:28
*/
public class YuvRenderer implements GLSurfaceView.Renderer {
private String TAG = "LineRenderer";
private Context mContext;
//顶点数据
private float[] vertexData = {
1f, 1f,
-1f, 1f,
1f, -1f,
-1f, -1f
};
private FloatBuffer vertexBuffer;
private FloatBuffer textureBuffer;
//纹理坐标
private final float[] textureVertexData = {
1f, 0f,
0f, 0f,
1f, 1f,
0f, 1f
};
private int[] texture_yuv;
private int program;
private int vPosition;
private int fPosition;
private int sampler_y;
private int sampler_u;
private int sampler_v;
private int u_matrix;
public YuvRenderer(Context context) {
this.mContext = context;
//顶点数据转成ByteBuffer 乘4是因为floa是4个字节
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
textureBuffer = ByteBuffer.allocateDirect(textureVertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(textureVertexData);
textureBuffer.position(0);
// Matrix.setIdentityM(matrix, 0);
}
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
LogUtil.i(TAG, "onSurfaceCreated");
String vertexSource = ShaderUtil.readRawText(mContext, R.raw.vertex_yuv_simple_shader);
String fragmentSource = ShaderUtil.readRawText(mContext, R.raw.fragment_yuv_shader);
program = ShaderUtil.creteProgram(vertexSource, fragmentSource);
if (program > 0) {
vPosition = GLES20.glGetAttribLocation(program, "v_Position");
fPosition = GLES20.glGetAttribLocation(program, "f_Position");
u_matrix = GLES20.glGetUniformLocation(program, "u_Matrix");
sampler_y = GLES20.glGetUniformLocation(program, "sampler_y");
sampler_u = GLES20.glGetUniformLocation(program, "sampler_u");
sampler_v = GLES20.glGetUniformLocation(program, "sampler_v");
texture_yuv = new int[3];
GLES20.glGenTextures(3, texture_yuv, 0);
for (int i = 0; i < 3; i++) {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[i]);
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);
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.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
}
}
@Override
public void onSurfaceChanged(GL10 gl10, int width, int height) {
LogUtil.i(TAG, "onSurfaceChanged");
//控件的位置和大小 x,y,width,height
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl10) {
LogUtil.i(TAG, "onDrawFrame");
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(1, 0, 0, 1);
// GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
if (w > 0 && h > 0) {
//1、使用源程序
GLES20.glUseProgram(program);
//2、使顶点属性数组有效
GLES20.glEnableVertexAttribArray(vPosition);
//3、给顶点属性赋值
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 2 * 4, vertexBuffer);
GLES20.glEnableVertexAttribArray(fPosition);
GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 2 * 4, textureBuffer);
if (y != null) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w, h, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
GLES20.glUniform1i(sampler_y, 0);
}
if (u != null) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[1]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w / 2, h / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE,
u);
GLES20.glUniform1i(sampler_u, 1);
}
if (v != null) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[2]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w / 2, h / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE,
v);
GLES20.glUniform1i(sampler_v, 2);
}
if (y != null)
y.clear();
if (u != null)
u.clear();
if (v != null)
v.clear();
y = null;
u = null;
v = null;
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
int w;
int h;
Buffer y;
Buffer u;
Buffer v;
public void setYUVData(int w, int h, byte[] by, byte[] bu, byte[] bv) {
this.w = w;
this.h = h;
this.y = ByteBuffer.wrap(by);
this.u = ByteBuffer.wrap(bu);
this.v = ByteBuffer.wrap(bv);
}
}
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