Android Camera Rbg->nv21数据显示

首先获取rgb分量数据保存到int[]Colors

 public byte[] bgr2YUV(byte[] pixels, int width, int height) {

        int size = pixels.length;
        if (size == 0) {
            return null;
        }

        int arg = 0;
        if (size % 3 != 0) {
            arg = 1;
        }

        // 一般RGB字节数组的长度应该是3的倍数,
        // 不排除有特殊情况,多余的RGB数据用黑色0XFF000000填充
        int[] color = new int[size / 3 + arg];
        int red, green, blue;
        int colorLen = color.length;
        if (arg == 0) {
            for (int i = 0; i < colorLen; ++i) {
                red = convertByteToInt(pixels[i * 3]);
                green = convertByteToInt(pixels[i * 3 + 1]);
                blue = convertByteToInt(pixels[i * 3 + 2]);

                // 获取RGB分量值通过按位或生成int的像素值
                color[i] = (red << 16) | (green << 8) | blue;

            }
        }

        return rgb2YCbCr420(color, width, height);


    }

 /**
     * 将一个byte数转成int
     * 实现这个函数的目的是为了将byte数当成无符号的变量去转化成int
     * @param data
     * @return
     */
    public static int convertByteToInt(byte data) {

        int heightBit = (int) ((data >> 4) & 0x0F);
        int lowBit = (int) (0x0F & data);
        return heightBit * 16 + lowBit;
    }

然后将颜色分量转成nv21(yuv420p)格式

public static byte[] rgb2YCbCr420(int[] pixels, int width, int height) {

        int len = width * height;

        //yuv格式数组大小,y亮度占len长度,u,v各占len/4长度。

        byte[] yuv = new byte[len * 3 / 2];

        int y, u, v;

        for (int i = 0; i < height; i++) {

            for (int j = 0; j < width; j++) {

                //屏蔽ARGB的透明度值

                int rgb = pixels[i * width + j];

                //像素的颜色顺序为bgr,移位运算。

                int r = rgb & 0xFF;

                int g = (rgb >> 8) & 0xFF;

                int b = (rgb >> 16) & 0xFF;

                //套用公式

//                y = ((66 * r + 129 * g + 25 * b + 128) >> 8) + 16;
//
//                u = ((-38 * r - 74 * g + 112 * b + 128) >> 8) + 128;
//
//                v = ((112 * r - 94 * g - 18 * b + 128) >> 8) + 128;
                y = ((76 * r + 150 * g + 29 * b + 128) >> 8) + 16;
                u = ((-43 * r - 84 * g + 127 * b + 128) >> 8) + 128;
                v = ((127 * r - 106 * g - 21 * b + 128) >> 8) + 128;

                //调整

                y = y < 16 ? 16 : (y > 255 ? 255 : y);

                u = u < 0 ? 0 : (u > 255 ? 255 : u);

                v = v < 0 ? 0 : (v > 255 ? 255 : v);


                //赋值

                yuv[i * width + j] = (byte) y;

                yuv[len + (i >> 1) * width + (j & ~1) + 0] = (byte) v;

                yuv[len + +(i >> 1) * width + (j & ~1) + 1] = (byte) u;

            }

        }

        return yuv;

    }

采用opengl将数据熏染到GLSurfaceView上

public class JfGLSurfaceView extends GLSurfaceView {

    private JfRender jfRender;
    public JfGLSurfaceView(Context context) {
        this(context,null);
    }

    public JfGLSurfaceView(Context context, AttributeSet attrs) {
        super(context, attrs);
        //使用opengl 2 必须加上这行代码
        setEGLContextClientVersion(2);
        jfRender = new JfRender(context);
        setRenderer(jfRender);
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);//requestRender()时不会重复渲染
    }

    public void feedYuvData(int width,int height,byte[] y,byte[] u,byte[] v){
        if (jfRender != null) {
            jfRender.setYUVRenderData(width, height, y, u, v);
            requestRender();
        }
    }


}

JfRender

package com.wzw.bsdlib.view;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.util.Log;


import com.wzw.bsdlib.R;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

public class JfRender implements GLSurfaceView.Renderer {
    private Context context;
    private static final String TAG = "JfRender";
    private final float[] vertexData ={//顶点坐标

            -1f, -1f,
            1f, -1f,
            -1f, 1f,
            1f, 1f

    };

    private final float[] textureData ={//纹理坐标
            0f,1f,
            1f, 1f,
            0f, 0f,
            1f, 0f
    };

    private FloatBuffer vertexBuffer;
    private FloatBuffer textureBuffer;
    private int program_yuv;
    private int avPosition_yuv;
    private int afPosition_yuv;

    private int sampler_y;
    private int sampler_u;
    private int sampler_v;
    private int[] textureId_yuv;

    //渲染用
    private int width_yuv;
    private int height_yuv;
    private ByteBuffer y;
    private ByteBuffer u;
    private ByteBuffer v;

    public JfRender(Context context){
        this.context = context;
        //存储顶点坐标数据
        vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertexData);
        vertexBuffer.position(0);

        //存储纹理坐标
        textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(textureData);
        textureBuffer.position(0);
    }
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        initRenderYUV();
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
    }

    @Override
    public void onDrawFrame(GL10 gl) {
        //用黑色清屏
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        renderYUV();
    }


    /**
     * 初始化
     */
    private void initRenderYUV(){
        String vertexSource = JfShaderUtil.readRawTxt(context, R.raw.vertex_shader);
        String fragmentSource = JfShaderUtil.readRawTxt(context,R.raw.fragment_shader);
        //创建一个渲染程序
        program_yuv = JfShaderUtil.createProgram(vertexSource,fragmentSource);

        //得到着色器中的属性
        avPosition_yuv = GLES20.glGetAttribLocation(program_yuv,"av_Position");
        afPosition_yuv = GLES20.glGetAttribLocation(program_yuv,"af_Position");



        sampler_y = GLES20.glGetUniformLocation(program_yuv, "sampler_y");
        sampler_u = GLES20.glGetUniformLocation(program_yuv, "sampler_u");
        sampler_v = GLES20.glGetUniformLocation(program_yuv, "sampler_v");

        //创建纹理
        textureId_yuv = new int[3];
        GLES20.glGenTextures(3, textureId_yuv, 0);

        for(int i = 0; i < 3; i++)
        {
            //绑定纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[i]);
            //设置环绕和过滤方式
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        }
        Log.e(TAG, "initRenderYUV");
    }

    public void setYUVRenderData(int width, int height, byte[] y, byte[] u, byte[] v)
    {
        this.width_yuv = width;
        this.height_yuv = height;
        this.y = ByteBuffer.wrap(y);
        this.u = ByteBuffer.wrap(u);
        this.v = ByteBuffer.wrap(v);
    }

    /**
     * 渲染
     */
    private void renderYUV(){
//        Log.e(TAG, "渲染中");
        if(width_yuv > 0 && height_yuv > 0 && y != null && u != null && v != null){
            GLES20.glUseProgram(program_yuv);//使用源程序

            GLES20.glEnableVertexAttribArray(avPosition_yuv);//使顶点属性数组有效
            GLES20.glVertexAttribPointer(avPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);//为顶点属性赋值

            GLES20.glEnableVertexAttribArray(afPosition_yuv);
            GLES20.glVertexAttribPointer(afPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);

            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);//激活纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[0]);//绑定纹理
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv, height_yuv, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);//

            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[1]);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv / 2, height_yuv / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, u);

            GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[2]);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width_yuv / 2, height_yuv / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, v);

            GLES20.glUniform1i(sampler_y, 0);
            GLES20.glUniform1i(sampler_u, 1);
            GLES20.glUniform1i(sampler_v, 2);

            y.clear();
            u.clear();
            v.clear();
            y = null;
            u = null;
            v = null;

            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        }
    }
}


fragment_shader文件

precision mediump float;
varying vec2 v_texPosition;
uniform sampler2D sampler_y;
uniform sampler2D sampler_u;
uniform sampler2D sampler_v;
void main() {
    float y,u,v;
    y = texture2D(sampler_y,v_texPosition).r;
    u = texture2D(sampler_u,v_texPosition).r- 0.5;
    v = texture2D(sampler_v,v_texPosition).r- 0.5;

    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);
}

vertex_shader文件

attribute vec4 av_Position;
attribute vec2 af_Position;
varying vec2 v_texPosition;
void main() {
    v_texPosition = af_Position;
    gl_Position = av_Position;
}

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