Anroid camera + mediacodec

具体代码参考:https://github.com/google/grafika/tree/master/src/com/android/grafika

主要流程:

1、生成一个oes textrure

2、通过上面生成的oes  texture,new一个surfacetexture,设置回调surfacetexture.setOnFrameAvailableListener(CB);

3、将surfacetexture设置给 camera,开始采集

4、camera数据有更新会通过第二步会调通知

5、有数据回调是通过第一步的texture绘制

6、如果需要编码,则创建编码器,注意format

format.setInteger(MediaFormat.KEY_COLOR_FORMAT,
                MediaCodecInfo.CodecCapabilities.COLOR_FormatSurface);

7、得到编码器的surface

mInputSurface = mEncoder.createInputSurface();

8、在7步的surface上建立EGL环境

9、camera画面更新时,通过OpenGL es2.0绘制一下,绘制代码如下:画完编码。

package com.android.grafika.gles;

import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.util.Log;

import java.nio.FloatBuffer;

/**
 * GL program and supporting functions for textured 2D shapes.
 */
public class Texture2dProgram {
    private static final String TAG = GlUtil.TAG;

    public enum ProgramType {
        TEXTURE_2D, TEXTURE_EXT, TEXTURE_EXT_BW, TEXTURE_EXT_FILT
    }

    // Simple vertex shader, used for all programs.
    private static final String VERTEX_SHADER =
            "uniform mat4 uMVPMatrix;\n" +
            "uniform mat4 uTexMatrix;\n" +
            "attribute vec4 aPosition;\n" +
            "attribute vec4 aTextureCoord;\n" +
            "varying vec2 vTextureCoord;\n" +
            "void main() {\n" +
            "    gl_Position = uMVPMatrix * aPosition;\n" +
            "    vTextureCoord = (uTexMatrix * aTextureCoord).xy;\n" +
            "}\n";

    // Simple fragment shader for use with "normal" 2D textures.
    private static final String FRAGMENT_SHADER_2D =
            "precision mediump float;\n" +
            "varying vec2 vTextureCoord;\n" +
            "uniform sampler2D sTexture;\n" +
            "void main() {\n" +
            "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
            "}\n";

    // Simple fragment shader for use with external 2D textures (e.g. what we get from
    // SurfaceTexture).
    private static final String FRAGMENT_SHADER_EXT =
            "#extension GL_OES_EGL_image_external : require\n" +
            "precision mediump float;\n" +
            "varying vec2 vTextureCoord;\n" +
            "uniform samplerExternalOES sTexture;\n" +
            "void main() {\n" +
            "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
            "}\n";

    // Fragment shader that converts color to black & white with a simple transformation.
    private static final String FRAGMENT_SHADER_EXT_BW =
            "#extension GL_OES_EGL_image_external : require\n" +
            "precision mediump float;\n" +
            "varying vec2 vTextureCoord;\n" +
            "uniform samplerExternalOES sTexture;\n" +
            "void main() {\n" +
            "    vec4 tc = texture2D(sTexture, vTextureCoord);\n" +
            "    float color = tc.r * 0.3 + tc.g * 0.59 + tc.b * 0.11;\n" +
            "    gl_FragColor = vec4(color, color, color, 1.0);\n" +
            "}\n";

    // Fragment shader with a convolution filter.  The upper-left half will be drawn normally,
    // the lower-right half will have the filter applied, and a thin red line will be drawn
    // at the border.
    //
    // This is not optimized for performance.  Some things that might make this faster:
    // - Remove the conditionals.  They're used to present a half & half view with a red
    //   stripe across the middle, but that's only useful for a demo.
    // - Unroll the loop.  Ideally the compiler does this for you when it's beneficial.
    // - Bake the filter kernel into the shader, instead of passing it through a uniform
    //   array.  That, combined with loop unrolling, should reduce memory accesses.
    public static final int KERNEL_SIZE = 9;
    private static final String FRAGMENT_SHADER_EXT_FILT =
            "#extension GL_OES_EGL_image_external : require\n" +
            "#define KERNEL_SIZE " + KERNEL_SIZE + "\n" +
            "precision highp float;\n" +
            "varying vec2 vTextureCoord;\n" +
            "uniform samplerExternalOES sTexture;\n" +
            "uniform float uKernel[KERNEL_SIZE];\n" +
            "uniform vec2 uTexOffset[KERNEL_SIZE];\n" +
            "uniform float uColorAdjust;\n" +
            "void main() {\n" +
            "    int i = 0;\n" +
            "    vec4 sum = vec4(0.0);\n" +
            "    if (vTextureCoord.x < vTextureCoord.y - 0.005) {\n" +
            "        for (i = 0; i < KERNEL_SIZE; i++) {\n" +
            "            vec4 texc = texture2D(sTexture, vTextureCoord + uTexOffset[i]);\n" +
            "            sum += texc * uKernel[i];\n" +
            "        }\n" +
            "    sum += uColorAdjust;\n" +
            "    } else if (vTextureCoord.x > vTextureCoord.y + 0.005) {\n" +
            "        sum = texture2D(sTexture, vTextureCoord);\n" +
            "    } else {\n" +
            "        sum.r = 1.0;\n" +
            "    }\n" +
            "    gl_FragColor = sum;\n" +
            "}\n";

    private ProgramType mProgramType;

    // Handles to the GL program and various components of it.
    private int mProgramHandle;
    private int muMVPMatrixLoc;
    private int muTexMatrixLoc;
    private int muKernelLoc;
    private int muTexOffsetLoc;
    private int muColorAdjustLoc;
    private int maPositionLoc;
    private int maTextureCoordLoc;

    private int mTextureTarget;

    private float[] mKernel = new float[KERNEL_SIZE];
    private float[] mTexOffset;
    private float mColorAdjust;


    /**
     * Prepares the program in the current EGL context.
     */
    public Texture2dProgram(ProgramType programType) {
        mProgramType = programType;

        switch (programType) {
            case TEXTURE_2D:
                mTextureTarget = GLES20.GL_TEXTURE_2D;
                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_2D);
                break;
            case TEXTURE_EXT:
                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;
                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT);
                break;
            case TEXTURE_EXT_BW:
                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;
                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_BW);
                break;
            case TEXTURE_EXT_FILT:
                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;
                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_FILT);
                break;
            default:
                throw new RuntimeException("Unhandled type " + programType);
        }
        if (mProgramHandle == 0) {
            throw new RuntimeException("Unable to create program");
        }
        Log.d(TAG, "Created program " + mProgramHandle + " (" + programType + ")");

        // get locations of attributes and uniforms

        maPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "aPosition");
        GlUtil.checkLocation(maPositionLoc, "aPosition");
        maTextureCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "aTextureCoord");
        GlUtil.checkLocation(maTextureCoordLoc, "aTextureCoord");
        muMVPMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uMVPMatrix");
        GlUtil.checkLocation(muMVPMatrixLoc, "uMVPMatrix");
        muTexMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexMatrix");
        GlUtil.checkLocation(muTexMatrixLoc, "uTexMatrix");
        muKernelLoc = GLES20.glGetUniformLocation(mProgramHandle, "uKernel");
        if (muKernelLoc < 0) {
            // no kernel in this one
            muKernelLoc = -1;
            muTexOffsetLoc = -1;
            muColorAdjustLoc = -1;
        } else {
            // has kernel, must also have tex offset and color adj
            muTexOffsetLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexOffset");
            GlUtil.checkLocation(muTexOffsetLoc, "uTexOffset");
            muColorAdjustLoc = GLES20.glGetUniformLocation(mProgramHandle, "uColorAdjust");
            GlUtil.checkLocation(muColorAdjustLoc, "uColorAdjust");

            // initialize default values
            setKernel(new float[] {0f, 0f, 0f,  0f, 1f, 0f,  0f, 0f, 0f}, 0f);
            setTexSize(256, 256);
        }
    }

    /**
     * Releases the program.
     * 

* The appropriate EGL context must be current (i.e. the one that was used to create * the program). */ public void release() { Log.d(TAG, "deleting program " + mProgramHandle); GLES20.glDeleteProgram(mProgramHandle); mProgramHandle = -1; } /** * Returns the program type. */ public ProgramType getProgramType() { return mProgramType; } /** * Creates a texture object suitable for use with this program. *

* On exit, the texture will be bound. */ public int createTextureObject() { int[] textures = new int[1]; GLES20.glGenTextures(1, textures, 0); GlUtil.checkGlError("glGenTextures"); int texId = textures[0]; GLES20.glBindTexture(mTextureTarget, texId); GlUtil.checkGlError("glBindTexture " + texId); GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); GlUtil.checkGlError("glTexParameter"); return texId; } /** * Configures the convolution filter values. * * @param values Normalized filter values; must be KERNEL_SIZE elements. */ public void setKernel(float[] values, float colorAdj) { if (values.length != KERNEL_SIZE) { throw new IllegalArgumentException("Kernel size is " + values.length + " vs. " + KERNEL_SIZE); } System.arraycopy(values, 0, mKernel, 0, KERNEL_SIZE); mColorAdjust = colorAdj; //Log.d(TAG, "filt kernel: " + Arrays.toString(mKernel) + ", adj=" + colorAdj); } /** * Sets the size of the texture. This is used to find adjacent texels when filtering. */ public void setTexSize(int width, int height) { float rw = 1.0f / width; float rh = 1.0f / height; // Don't need to create a new array here, but it's syntactically convenient. mTexOffset = new float[] { -rw, -rh, 0f, -rh, rw, -rh, -rw, 0f, 0f, 0f, rw, 0f, -rw, rh, 0f, rh, rw, rh }; //Log.d(TAG, "filt size: " + width + "x" + height + ": " + Arrays.toString(mTexOffset)); } /** * Issues the draw call. Does the full setup on every call. * * @param mvpMatrix The 4x4 projection matrix. * @param vertexBuffer Buffer with vertex position data. * @param firstVertex Index of first vertex to use in vertexBuffer. * @param vertexCount Number of vertices in vertexBuffer. * @param coordsPerVertex The number of coordinates per vertex (e.g. x,y is 2). * @param vertexStride Width, in bytes, of the position data for each vertex (often * vertexCount * sizeof(float)). * @param texMatrix A 4x4 transformation matrix for texture coords. (Primarily intended * for use with SurfaceTexture.) * @param texBuffer Buffer with vertex texture data. * @param texStride Width, in bytes, of the texture data for each vertex. */ public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex, int vertexCount, int coordsPerVertex, int vertexStride, float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) { GlUtil.checkGlError("draw start"); // Select the program. GLES20.glUseProgram(mProgramHandle); GlUtil.checkGlError("glUseProgram"); // Set the texture. GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(mTextureTarget, textureId); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Enable the "aPosition" vertex attribute. GLES20.glEnableVertexAttribArray(maPositionLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect vertexBuffer to "aPosition". GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(maTextureCoordLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, GLES20.GL_FLOAT, false, texStride, texBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Populate the convolution kernel, if present. if (muKernelLoc >= 0) { GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0); GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0); GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust); } // Draw the rect. GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount); GlUtil.checkGlError("glDrawArrays"); // Done -- disable vertex array, texture, and program. GLES20.glDisableVertexAttribArray(maPositionLoc); GLES20.glDisableVertexAttribArray(maTextureCoordLoc); GLES20.glBindTexture(mTextureTarget, 0); GLES20.glUseProgram(0); } }


注意:Texture2dProgram 初始化的时候可以设置oes、2D等参数,需要根据自己具体传入什么类型的纹理决定,比如我们传入的是oes,就设置oes.

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