上一节已经完成了视频的解码部分,现在来实现视频的渲染。
Demo地址:https://github.com/Huzhuwei1/ffmpegdecoder.git
下载地址
1.opengles是使用GPU将yuv转换为rgb,能减轻CPU的负担。
2.支持图片处理。比如图片色调转换、美颜等。
3.并支持三维图像处理,可以实现各种Vr效果。
public class MyGlSurfaceView extends GLSurfaceView{
private MyGlRender mGlRender;
public MyGlSurfaceView(Context context) {
this(context, null);
}
public MyGlSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
mGlRender = new MyGlRender(context);
//设置egl版本为2.0
setEGLContextClientVersion(2);
//设置render
setRenderer(mGlRender);
//设置为手动刷新模式
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public void setFrameData(int w, int h, byte[] y, byte[] u, byte[] v) {
if(mGlRender != null) {
mGlRender.setFrameData(w, h, y, u, v);
requestRender();
}
}
public void capture() {
if(mGlRender != null) {
mGlRender.capture();
requestRender();
}
}
public void setOnCaptureListener(MyGlRender.ScreenCaptureListener listener) {
if(listener != null) {
mGlRender.setListener(listener);
}
}
}
Render的绘制模式有两种,自动模式和手动模式。这里我们使用的是手动模式,当有新的数据过来时,会调用setFrameData,从而调用requestRender重新绘制图像。
public class MyGlRender implements GLSurfaceView.Renderer {
private Context context;
private FloatBuffer vertexBuffer;
private final float[] vertexData = {
1f, 1f, 0f,
-1f, 1f, 0f,
1f, -1f, 0f,
-1f, -1f, 0f
};
private FloatBuffer textureBuffer;
private final float[] textureVertexData = {
1f, 0f,
0f, 0f,
1f, 1f,
0f, 1f
};
/**yuv */
private int programId_yuv;
private int aPositionHandle_yuv;
private int aTextureCoordHandle_yuv;
private int sampler_y;
private int sampler_u;
private int sampler_v;
private int[] textureid_yuv;
int w;
int h;
Buffer y;
Buffer u;
Buffer v;
private int programId_stop;
private int aPositionHandle_stop;
private int aTextureCoordHandle_stop;
private boolean isCapture = false;
private int sWidth = 0;
private int sHeight = 0;
public MyGlRender(Context context) {
this.context = context;
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);
}
public void setFrameData(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);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
initYuvShader();
initStop();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
sWidth = width;
sHeight = height;
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glClearColor(0f, 0f, 0f, 1f);
renderYuv();
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
if (isCapture) {
isCapture = false;
Bitmap bitmap = cutBitmap(0, 0, sWidth, sHeight);
if (listener != null) {
listener.onCapture(bitmap);
}
}
}
private void initYuvShader() {
String vertexShader = GlShaderUtils.readRawTextFile(context, R.raw.vertex_base);
String fragmentShader = GlShaderUtils.readRawTextFile(context, R.raw.fragment_yuv);
programId_yuv = GlShaderUtils.createProgram(vertexShader, fragmentShader);
aPositionHandle_yuv = GLES20.glGetAttribLocation(programId_yuv, "av_Position");
aTextureCoordHandle_yuv = GLES20.glGetAttribLocation(programId_yuv, "af_Position");
sampler_y = GLES20.glGetUniformLocation(programId_yuv, "sampler_y");
sampler_u = GLES20.glGetUniformLocation(programId_yuv, "sampler_u");
sampler_v = GLES20.glGetUniformLocation(programId_yuv, "sampler_v");
textureid_yuv = new int[3];
GLES20.glGenTextures(3, textureid_yuv, 0);
for (int i = 0; i < 3; i++) {
// 绑定纹理空间
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[i]);
//设置属性 当显示的纹理比加载的纹理大时 使用纹理坐标中最接近的若干个颜色 通过加权算法获得绘制颜色
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// 比加载的小
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// 如果纹理坐标超出范围 0,0-1,1 坐标会被截断在范围内
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);
}
}
private void renderYuv() {
if (w > 0 && h > 0 && y != null && u != null && v != null) {
GLES20.glUseProgram(programId_yuv);
GLES20.glEnableVertexAttribArray(aPositionHandle_yuv);
GLES20.glVertexAttribPointer(aPositionHandle_yuv, 3, GLES20.GL_FLOAT, false,
12, vertexBuffer);
textureBuffer.position(0);
GLES20.glEnableVertexAttribArray(aTextureCoordHandle_yuv);
GLES20.glVertexAttribPointer(aTextureCoordHandle_yuv, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
//使 GL_TEXTURE0 单元 活跃 opengl最多支持16个纹理
//纹理单元是显卡中所有的可用于在shader中进行纹理采样的显存 数量与显卡类型相关,至少16个
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//绑定纹理空间 下面的操作就会作用在这个空间中
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[0]);
//创建一个2d纹理 使用亮度颜色模型并且纹理数据也是亮度颜色模型
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w, h, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
//绑定采样器与纹理单元
GLES20.glUniform1i(sampler_y, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_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);
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_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);
y.clear();
u.clear();
v.clear();
y = null;
u = null;
v = null;
}
}
private void initStop() {
String vertexShader = GlShaderUtils.readRawTextFile(context, R.raw.vertex_base);
String fragmentShader = GlShaderUtils.readRawTextFile(context, R.raw.fragment_no);
programId_stop = GlShaderUtils.createProgram(vertexShader, fragmentShader);
aPositionHandle_stop = GLES20.glGetAttribLocation(programId_stop, "av_Position");
aTextureCoordHandle_stop = GLES20.glGetAttribLocation(programId_stop, "af_Position");
}
private Bitmap cutBitmap(int x, int y, int w, int h) {
int bitmapBuffer[] = new int[w * h];
int bitmapSource[] = new int[w * h];
IntBuffer intBuffer = IntBuffer.wrap(bitmapBuffer);
intBuffer.position(0);
try {
GLES20.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE,
intBuffer);
int offset1, offset2;
for (int i = 0; i < h; i++) {
offset1 = i * w;
offset2 = (h - i - 1) * w;
for (int j = 0; j < w; j++) {
int texturePixel = bitmapBuffer[offset1 + j];
int blue = (texturePixel >> 16) & 0xff;
int red = (texturePixel << 16) & 0x00ff0000;
int pixel = (texturePixel & 0xff00ff00) | red | blue;
bitmapSource[offset2 + j] = pixel;
}
}
} catch (GLException e) {
return null;
}
Bitmap bitmap = Bitmap.createBitmap(bitmapSource, w, h, Bitmap.Config.ARGB_8888);
intBuffer.clear();
return bitmap;
}
public void capture() {
isCapture = true;
}
private ScreenCaptureListener listener;
public void setListener(ScreenCaptureListener listener) {
this.listener = listener;
}
public interface ScreenCaptureListener {
void onCapture(Bitmap bitmap);
}
}
Renderer主要有三个方法,分别是:onSurfaceCreated、onSurfaceChanged和onDrawFrame
1.onSurfaceCreated:创建Program对象,连接顶点和片元着色器,链接program对象。
2.onSurfaceChanged:设置视图窗口,当视图尺寸变化时候会调用。
3.onDrawFrame:需要绘制时会调用这个方法,这里我们可以使用GLES20.glReadPixels()这个方法来截取一帧图像。