Android Camera FBO离屏渲染

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 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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