OpenGL播放yuv数据流(着色器SHADER)-android(一)
可以参考:http://blog.csdn.net/ueryueryuery/article/details/17608185这篇文章很有帮助。
这个和windows还有ios略有不同,下面将步骤整理一下以做记录:
1:在avtivity_main.xml中添加用于显示的GLsurfaceView
//得到opengal渲染用的surfaceView
openglsurfaceView = (GLSurfaceView) findViewById(R.id.lvsPlaySurfaceView);
4:下面就是具体的实现代码
//.java
package com.example.zhuweigang.lvsandroidplay;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.support.v4.app.NavUtils;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
/**
* Created by zhuweigang on 2016/12/26.
*/
public class Lvs_OpenGl_Interface_Android implements GLSurfaceView.Renderer
{
private static final String TAG = "lvs_OpenGL";
//顶点数组(物体表面坐标取值范围是-1到1,数组坐标:左下,右下,左上,右上)
private static float[] vertexVertices = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
//像素,纹理数组(纹理坐标取值范围是0-1,坐标原点位于左下角,数组坐标:左上,右上,左下,右下,如果先左下,图像会倒过来)
private static float[] textureVertices = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
//shader的vsh源码字符串
private static final String vertexShaderString =
"attribute vec4 vertexIn;" +
"attribute vec2 textureIn;" +
"varying vec2 textureOut;" +
"void main() {" +
"gl_Position = vertexIn;" +
"textureOut = textureIn;" +
"}";
//shader的fsh源码字符串
private static final String yuvFragmentShaderString =
"precision mediump float;" +
"uniform sampler2D tex_y;" +
"uniform sampler2D tex_u;" +
"uniform sampler2D tex_v;" +
"varying vec2 textureOut;" +
"void main() {" +
"vec4 c = vec4((texture2D(tex_y, textureOut).r - 16./255.) * 1.164);" +
"vec4 U = vec4(texture2D(tex_u, textureOut).r - 128./255.);" +
"vec4 V = vec4(texture2D(tex_v, textureOut).r - 128./255.);" +
"c += V * vec4(1.596, -0.813, 0, 0);" +
"c += U * vec4(0, -0.392, 2.017, 0);" +
"c.a = 1.0;" +
"gl_FragColor = c;" +
"}";
//着色器用的顶点属性索引 position是由3个(x,y,z)组成,
public int ATTRIB_VERTEX = 0;
//着色器用的像素,纹理属性索引 而颜色是4个(r,g,b,a)
public int ATTRIB_TEXTURE = 0;
private GLSurfaceView mTargetSurface; //外部传入的GLSurfaceView
public int p = 0; //Program着色器程序的id
ByteBuffer vertexVertices_buffer = null; //定义顶点数组
ByteBuffer textureVertices_buffer = null; //定义像素纹理数组
public int m_IsInitShaders = 0; //是否已经InitShaders,onSurfaceCreated
public Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface m_displaydatack = null; //用于显示回调函数,参数数据及时间戳
public byte m_yuvbuf[] = new byte[640*480*3]; //存放yuv数据的buf指针,申请buffer在外面
public ByteBuffer yuvplaner_y = null; //分用于渲染的变量
public ByteBuffer yuvplaner_u = null; //分用于渲染的变量
public ByteBuffer yuvplaner_v = null; //分用于渲染的变量;
public int[] m_millis_realtime = new int[1]; //实时的时间戳,每次回调会更新
public int m_yuvdata_width = 0; //数据宽
public int m_yuvdata_height = 0; //数据高
public int m_frameBuffer = 0; //framebuffer
public int m_renderBuffer = 0; //renderbuffer
public int m_textureid_y, m_textureid_u, m_textureid_v; //纹理的名称,并且,该纹理的名称在当前的应用中不能被再次使用。
public int m_textureUniformY, m_textureUniformU,m_textureUniformV; //用于纹理渲染的变量
//构造方法
public Lvs_OpenGl_Interface_Android(GLSurfaceView paramGLSurfaceView)
{
//将surfaceview传进来用于显示数据时候刷新
mTargetSurface = paramGLSurfaceView;
//应用GlsurfaceView版本号2.0
mTargetSurface.setEGLContextClientVersion(2);
}
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig)
{
Log.i(TAG, "onSurfaceCreated :");
//这个必须在onSurfaceCreated中,否则失败
//初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
InitShaders();
m_IsInitShaders = 1;
}
@Override
public void onSurfaceChanged(GL10 gl10, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl10)
{
//这里做具体的处理
//具体的显示
if (mTargetSurface != null)
{
DisplayImage(0);
}
}
//接口初始化
int lvs_opengl_interface_init(GLSurfaceView surface,int yuvdata_width,int yuvdata_height,
Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface displaydatack)
{
int ret = 0;
//初始化
ret = initopengl(yuvdata_width,yuvdata_height,displaydatack);
if (ret != 1)
{
return -1;
}
ret = 1;
return ret ;
}
//接口渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
void lvs_opengl_interface_write(int value)
{
//这里如果有可能则调成类的成员函数,以后处理,暂时不知道怎么解决类成员函数递归
TimerFunc1();
}
//渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
void TimerFunc1()
{
int ret = 0;
//因为glut的定时器是调用一次才产生一次定时,所以如果要持续产生定时的话,
//在定时函数末尾再次调用glutTimerFunc
//调用回调函数获取数据
if (m_displaydatack != null && m_IsInitShaders == 1)
{
ret= m_displaydatack.OpenGl_DisplayDataCallback(m_yuvbuf,m_millis_realtime);
if (ret > 0)
{
//刷新让他能显示在onDrawFrame中处理
mTargetSurface.requestRender();
try {
Thread.sleep(m_millis_realtime[0]);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
else
{
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
//递归调用自身,java用递归调用本身有问题了,外面for循环调用处理
//TimerFunc1(opengl_interface);
}
}
//初始化
int initopengl(int yuvdata_width,int yuvdata_height, Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface displaydatack)
{
int ret = 0;
m_yuvdata_width = yuvdata_width;
m_yuvdata_height = yuvdata_height;
m_displaydatack = displaydatack;
//分配内存
if (yuvplaner_y == null)
{
yuvplaner_y = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
}
if (yuvplaner_u == null)
{
yuvplaner_u = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
}
if (yuvplaner_v == null)
{
yuvplaner_v = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
}
ret = 1;
return ret;
}
//初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
void InitShaders()
{
int error = 0;
createBuffers(vertexVertices, textureVertices);
p = createProgram(vertexShaderString, yuvFragmentShaderString);
ATTRIB_VERTEX = GLES20.glGetAttribLocation(p, "vertexIn");
if (ATTRIB_VERTEX == -1)
{
Log.i(TAG, "glGetAttribLocation : " + error);
}
ATTRIB_TEXTURE = GLES20.glGetAttribLocation(p, "textureIn");
if (ATTRIB_TEXTURE == -1)
{
Log.i(TAG, "glGetAttribLocation : " + error);
}
//Program: 在链接了程序以后,我们可以使用glUseProgram()函数来加载并使用链接好的程序
GLES20.glUseProgram(p);
//获取片源着色器源码中的变量,用于纹理渲染
m_textureUniformY = GLES20.glGetUniformLocation(p, "tex_y");
m_textureUniformU = GLES20.glGetUniformLocation(p, "tex_u");
m_textureUniformV = GLES20.glGetUniformLocation(p, "tex_v");
//初始化纹理
int[] textures_y = new int[1];
GLES20.glGenTextures(1, textures_y,0);
m_textureid_y = textures_y[0];
textures_y = null;
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_y);
//设置该纹理的一些属性
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);
int[] textures_u = new int[1];
GLES20.glGenTextures(1, textures_u,0);
m_textureid_u = textures_u[0];
textures_u = null;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_u);
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);
int[] textures_v = new int[1];
GLES20.glGenTextures(1, textures_v,0);
m_textureid_v = textures_v[0];
textures_v = null;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_v);
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);
return;
}
//具体显示图像的函数(参数是指针)
int DisplayImage(long parm)
{
int ret = 0;
//关联到yuv数据的分量数组
if (yuvplaner_y != null)
{
yuvplaner_y.clear();
yuvplaner_y.put(m_yuvbuf,0,m_yuvdata_width*m_yuvdata_height);
yuvplaner_y.position(0);
}
if (yuvplaner_u != null)
{
yuvplaner_u.clear();
yuvplaner_u.put(m_yuvbuf,m_yuvdata_width*m_yuvdata_height,m_yuvdata_width*m_yuvdata_height/4);
yuvplaner_u.position(0);
}
if (yuvplaner_v != null)
{
yuvplaner_v.clear();
yuvplaner_v.put(m_yuvbuf,m_yuvdata_width*m_yuvdata_height + m_yuvdata_width*m_yuvdata_height/4,m_yuvdata_width*m_yuvdata_height/4);
yuvplaner_v.position(0);
}
//Clear
//清除颜色设为黑色,把整个窗口清除为当前的清除颜色,glClear()的唯一参数表示需要被清除的缓冲区。
GLES20.glClearColor(0.0f,0.0f,0.0f,1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//定义顶点数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
GLES20.glVertexAttribPointer(ATTRIB_VERTEX, 2, GLES20.GL_FLOAT, false, 0, vertexVertices_buffer);
//启用属性数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
GLES20.glEnableVertexAttribArray(ATTRIB_VERTEX);
//定义像素纹理数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
GLES20. glVertexAttribPointer(ATTRIB_TEXTURE, 2, GLES20.GL_FLOAT, false, 0, textureVertices_buffer);
//启用属性数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
GLES20.glEnableVertexAttribArray(ATTRIB_TEXTURE);
//显卡中有N个纹理单元(具体数目依赖你的显卡能力),每个纹理单元(GL_TEXTURE0、GL_TEXTURE1等)都有GL_TEXTURE_1D、GL_TEXTURE_2D等
//Y
//选择当前活跃的纹理单元
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//允许建立一个绑定到目标纹理的有名称的纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_y);
//根据指定的参数,生成一个2D纹理(Texture)。相似的函数还有glTexImage1D、glTexImage3D。
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width, m_yuvdata_height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_y);
GLES20.glUniform1i(m_textureUniformY, 0); //设置纹理,按照前面设置的规则怎样将图像或纹理贴上(参数和选择的活跃纹理单元对应,GL_TEXTURE0)
//U
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_u);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_u);
GLES20.glUniform1i(m_textureUniformU, 1);
//V
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_v);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_v);
GLES20.glUniform1i(m_textureUniformV, 2);
// Draw
// 绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
//单缓冲显示
GLES20.glFlush();
GLES20.glDisableVertexAttribArray(ATTRIB_VERTEX);
GLES20.glDisableVertexAttribArray(ATTRIB_TEXTURE);
return 1;
}
/**
* create program and load shaders, fragment shader is very important.
*/
public int createProgram(String vertexSource, String fragmentSource) {
// create shaders
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
// just check
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, pixelShader);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
/**
* create shader with given source.
*/
private int loadShader(int shaderType, String source)
{
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)
{
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
/**
* these two buffers are used for holding vertices, screen vertices and texture vertices.
*/
private void createBuffers(float[] vert, float[] coord) {
vertexVertices_buffer = ByteBuffer.allocateDirect(vert.length * 4);
vertexVertices_buffer.order(ByteOrder.nativeOrder());
vertexVertices_buffer.asFloatBuffer().put(vert);
vertexVertices_buffer.position(0);
if (textureVertices_buffer == null) {
textureVertices_buffer = ByteBuffer.allocateDirect(coord.length * 4);
textureVertices_buffer.order(ByteOrder.nativeOrder());
textureVertices_buffer.asFloatBuffer().put(coord);
textureVertices_buffer.position(0);
}
}
}
//GLSurfaceView
m_glsurfaceview = nsurfaceView;
//opengl的view类
pinterfaceOpenGL = new Lvs_OpenGl_Interface_Android(m_glsurfaceview);
m_glsurfaceview.setRenderer(pinterfaceOpenGL);
// 只有在绘制数据改变时才绘制view
m_glsurfaceview.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
//Opengl初始化
ret = pinterfaceOpenGL.lvs_opengl_interface_init(m_glsurfaceview,m_opengl_width,m_opengl_height,
opengl_displaycallback);
if (ret < 0)
{
return;
}
for (;;)
{
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
//渲染,带定时器,数据回调,及渲染时间回调,第一帧timer 40以后根据时间戳做调整
pinterfaceOpenGL.lvs_opengl_interface_write(40);
}
ret= m_displaydatack.OpenGl_DisplayDataCallback(m_yuvbuf,m_millis_realtime);中
7:实现效果
本demo还需完善。
如有错误请指正: