全网首发:安卓GLSurfaceView绘制显示YUV(NV21)

简介: 全网首发:安卓GLSurfaceView绘制显示YUV(NV21)

 前几天遇到一个问题:得到摄像头数据后,如何能够直接显示?


吾已解决。需要的朋友可下载吾开源项目:


https://github.com/quantum6?tab=repositories


  • 最简单的办法,就是转换为RGB。这个有现在的代码,吾亦提供了一个:

https://blog.csdn.net/quantum7/article/details/105720150


 性能较差。有的手机会特别慢。


  • 不转换,直接显示。NATIVE方式。

网上有人提供了NATIVE方式。吾本来要试一下,一看要装CYGWIN,放弃。


  • 使用GLSurfaceView。

为什么使用这个?因为在doubango中,就是这样做的。具体步骤:


  1. 配置

在AndroidManifest.xml中增加一句:

<uses-feature    android:glEsVersion="0x00020000" android:required="false"  />
  1. 格式转换

NV21转换为YUV420SP。

https://quantum6.blog.csdn.net/article/details/105744636

  1. 继承GlSurfaceView
package net.quantum6.kit;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.Collections;
import java.util.LinkedList;
import java.util.List;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.util.Log;
import android.view.SurfaceHolder;
/**
 * OpenGL Surface view
 */
public class VideoRendererView extends GLSurfaceView implements GLSurfaceView.Renderer
{
    private final static String TAG = VideoRendererView.class.getCanonicalName();
  int mBufferWidthY, mBufferHeightY,  mBufferWidthUV, mBufferHeightUV;
  ByteBuffer mBuffer;
  int mBufferPositionY, mBufferPositionU, mBufferPositionV;
  private static final int FLOAT_SIZE_BYTES = 4;
  private static final int SHORT_SIZE_BYTES = 2;
    private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
    private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET   = 0;
    private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET    = 3;
    private final float[] TRIANFLE_VERTICES_DATA = {
         1, -1, 0, 1, 1,
           1,  1, 0, 1, 0,
          -1,  1, 0, 0, 0,
          -1, -1, 0, 0, 1
       };
    private final short[] INDICES_DATA = {
        0, 1, 2,
          2, 3, 0};
    private FloatBuffer mTriangleVertices;
    private ShortBuffer mIndices;
    private static final String VERTEX_SHADER_SOURCE =
        "attribute vec4 aPosition;\n" +
        "attribute vec2 aTextureCoord;\n" +
        "varying vec2 vTextureCoord;\n" +
        "void main() {\n" +
        "  gl_Position = aPosition;\n" +
        "  vTextureCoord = aTextureCoord;\n" +
        "}\n";
    private static final String FRAGMENT_SHADER_SOURCE = "precision mediump float;" +
    "varying vec2 vTextureCoord;" +
    "" +
    "uniform sampler2D SamplerY; " +
    "uniform sampler2D SamplerU;" +
    "uniform sampler2D SamplerV;" +
    "" +
    "const mat3 yuv2rgb = mat3(1, 0, 1.2802,1, -0.214821, -0.380589,1, 2.127982, 0);" +
    "" +
    "void main() {    " +
    "    vec3 yuv = vec3(1.1643 * (texture2D(SamplerY, vTextureCoord).r - 0.0625)," +
    "                    texture2D(SamplerU, vTextureCoord).r - 0.5," +
    "                    texture2D(SamplerV, vTextureCoord).r - 0.5);" +
    "    vec3 rgb = yuv * yuv2rgb;    " +
    "    gl_FragColor = vec4(rgb, 1.0);" +
    "} ";
    private int mProgram;
    private int maPositionHandle;
    private int maTextureHandle;
    private int muSamplerYHandle;
    private int muSamplerUHandle;
    private int muSamplerVHandle;
    private int[] mTextureY = new int[1];
    private int[] mTextureU = new int[1];
    private int[] mTextureV = new int[1];
    private boolean mSurfaceCreated;
    private boolean mSurfaceDestroyed;
    @SuppressWarnings("unused")
  private Context mContext;
    private int mViewWidth, mViewHeight, mViewX, mViewY;
    private boolean mFullScreenRequired;
  public VideoRendererView(Context context) {
    super(context);
        setEGLContextClientVersion(2);
    setEGLConfigChooser(8, 8, 8, 8, 16, 0); 
        setRenderer(this);
        getHolder().setFormat(PixelFormat.TRANSLUCENT);
        getHolder().setType(SurfaceHolder.SURFACE_TYPE_GPU);
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
        mContext = context;
        mTriangleVertices = ByteBuffer.allocateDirect(TRIANFLE_VERTICES_DATA.length
                * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        mTriangleVertices.put(TRIANFLE_VERTICES_DATA).position(0);
        mIndices = ByteBuffer.allocateDirect(INDICES_DATA.length
                * SHORT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asShortBuffer();
        mIndices.put(INDICES_DATA).position(0);
  }
    public void setParams(boolean fullScreenRequired, ByteBuffer buffer, int bufferWidth, int bufferHeight, int fps)
    {
        mFullScreenRequired = fullScreenRequired;
        setBuffer(buffer, bufferWidth, bufferHeight);
    }
  public void setBuffer(ByteBuffer buffer, int bufferWidth, int bufferHeight){
      mValidDataList.clear();
      mEmptyDataList.clear();
    mBuffer          = buffer;
    mBufferWidthY    = bufferWidth;
    mBufferHeightY   = bufferHeight;
    mBufferWidthUV   = (mBufferWidthY >> 1);
    mBufferHeightUV  = (mBufferHeightY >> 1);
    mBufferPositionY = 0;
    mBufferPositionU = (mBufferWidthY * mBufferHeightY);
    mBufferPositionV = (mBufferPositionU + (mBufferWidthUV * mBufferHeightUV));
  }
  public boolean isReady(){
    return (mSurfaceCreated && !mSurfaceDestroyed);
  }
  public boolean isDestroyed(){
    return mSurfaceDestroyed;
  }
    @Override
  public void surfaceDestroyed(SurfaceHolder holder) {
      mSurfaceCreated   = false;
      mSurfaceDestroyed = true;
    super.surfaceDestroyed(holder);
  }
    @Override
  public void onDrawFrame(GL10 glUnused) {
      GLES20.glViewport(mViewX, mViewY, mViewWidth, mViewHeight);
      GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        GLES20.glUseProgram(mProgram);
        checkGlError("glUseProgram");
        if (mValidDataList.size() < BUFFER_COUNT_MIN)
        {
            return;
        }
        if (mBuffer == null)
        {
            mBuffer = ByteBuffer.allocateDirect(mBufferWidthY*mBufferHeightY*3/2);
        }
        byte[] newData = mValidDataList.get(0);
        mBuffer.rewind();
        mBuffer.put(newData);
        if(mBuffer != null){
          synchronized(this){             
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureY[0]);
            GLES20.glTexImage2D(   GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, mBufferWidthY, mBufferHeightY, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, mBuffer.position(mBufferPositionY));
            GLES20.glUniform1i(muSamplerYHandle, 0);
            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
            GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureU[0]);
            GLES20.glTexImage2D(   GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, mBufferWidthUV, mBufferHeightUV, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, mBuffer.position(mBufferPositionU));
            GLES20.glUniform1i(muSamplerUHandle, 1);
            GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
            GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureV[0]);
            GLES20.glTexImage2D(   GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, mBufferWidthUV, mBufferHeightUV, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, mBuffer.position(mBufferPositionV));
            GLES20.glUniform1i(muSamplerVHandle, 2);
          }
        }
      GLES20.glDrawElements(GLES20.GL_TRIANGLES, INDICES_DATA.length, GLES20.GL_UNSIGNED_SHORT, mIndices);
      this.mEmptyDataList.add(newData);
    }
    public void onSurfaceChanged(GL10 glUnused, int width, int height) {
      GLES20.glViewport(0, 0, width, height);
      setViewport(width, height);
        // GLU.gluPerspective(glUnused, 45.0f, (float)width/(float)height, 0.1f, 100.0f);
    }
    public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
      GLES20.glEnable( GLES20.GL_BLEND);
      GLES20.glDisable(GLES20.GL_DEPTH_TEST);
      GLES20.glDisable(GLES20.GL_DITHER);
      GLES20.glDisable(GLES20.GL_STENCIL_TEST);
    GLES20.glDisable(GL10.GL_DITHER);
    String extensions = GLES20.glGetString(GL10.GL_EXTENSIONS);
    Log.d(TAG, "OpenGL extensions=" +extensions);
      // Ignore the passed-in GL10 interface, and use the GLES20
        // class's static methods instead.
        mProgram = createProgram(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE);
        if (mProgram == 0) {
            return;
        }
        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
        checkGlError("glGetAttribLocation aPosition");
        if (maPositionHandle == -1) {
            throw new RuntimeException("Could not get attrib location for aPosition");
        }
        maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
        checkGlError("glGetAttribLocation aTextureCoord");
        if (maTextureHandle == -1) {
            throw new RuntimeException("Could not get attrib location for aTextureCoord");
        }
        muSamplerYHandle = GLES20.glGetUniformLocation(mProgram, "SamplerY");
        if (muSamplerYHandle == -1) {
            throw new RuntimeException("Could not get uniform location for SamplerY");
        }
        muSamplerUHandle = GLES20.glGetUniformLocation(mProgram, "SamplerU");
        if (muSamplerUHandle == -1) {
            throw new RuntimeException("Could not get uniform location for SamplerU");
        }
        muSamplerVHandle = GLES20.glGetUniformLocation(mProgram, "SamplerV");
        if (muSamplerVHandle == -1) {
            throw new RuntimeException("Could not get uniform location for SamplerV");
        }
        mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
        GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
        checkGlError("glVertexAttribPointer maPosition");
        mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
        GLES20.glEnableVertexAttribArray(maPositionHandle);
        checkGlError("glEnableVertexAttribArray maPositionHandle");
        GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
        checkGlError("glVertexAttribPointer maTextureHandle");
        GLES20.glEnableVertexAttribArray(maTextureHandle);
        checkGlError("glEnableVertexAttribArray maTextureHandle");
        GLES20.glGenTextures(1, mTextureY, 0);
        GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureY[0]);
        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);
        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.glGenTextures(1, mTextureU, 0);
        GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureU[0]);
        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);
        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.glGenTextures(1, mTextureV, 0);
        GLES20.glBindTexture(  GLES20.GL_TEXTURE_2D, mTextureV[0]);
        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);
        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);
        mSurfaceCreated = true;
        setViewport(getWidth(), getHeight());
    }
    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) {
                Log.e(TAG, "Could not compile shader " + shaderType + ":");
                Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
                GLES20.glDeleteShader(shader);
                shader = 0;
            }
        }
        return shader;
    }
    private int createProgram(String vertexSource, String fragmentSource) {
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        if (vertexShader == 0) {
            return 0;
        }
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        if (pixelShader == 0) {
            return 0;
        }
        int program = GLES20.glCreateProgram();
        if (program != 0) {
            GLES20.glAttachShader(program, vertexShader);
            checkGlError("glAttachShader");
            GLES20.glAttachShader(program, pixelShader);
            checkGlError("glAttachShader");
            GLES20.glLinkProgram(program);
            int[] linkStatus = new int[1];
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            if (linkStatus[0] != GLES20.GL_TRUE) {
                Log.e(TAG, "Could not link program: ");
                Log.e(TAG, GLES20.glGetProgramInfoLog(program));
                GLES20.glDeleteProgram(program);
                program = 0;
            }
        }
        return program;
    }
    private void setViewport(int width, int height){
      if(mFullScreenRequired){
        mViewWidth = width;
        mViewHeight = height;
        mViewX = mViewY = 0;
      }
      else{
        float fRatio = ((float) mBufferWidthY / (float) mBufferHeightY);
      mViewWidth = (int) ((float) width / fRatio) > height ? (int) ((float) height * fRatio) : width;
      mViewHeight = (int) (mViewWidth / fRatio) > height ? height : (int) (mViewWidth / fRatio);
      mViewX = ((width - mViewWidth) >> 1);
      mViewY = ((height - mViewHeight) >> 1);
      }
    }
    private void checkGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e(TAG, op + ": glError " + error);
            throw new RuntimeException(op + ": glError " + error);
        }
    }
    private final static int BUFFER_COUNT_MIN   = 2;
    private List<byte[]>  mValidDataList = Collections.synchronizedList(new LinkedList<byte[]>());
    private List<byte[]>  mEmptyDataList = Collections.synchronizedList(new LinkedList<byte[]>());
    public void newDataArrived(final byte[] data)
    {
        byte[] newData;
        if (mEmptyDataList.size() > 0)
        {
            newData = mEmptyDataList.remove(0);
        }
        else
        {
            newData = new byte[data.length];
        }
        System.arraycopy(data, 0, newData, 0, data.length);
        mValidDataList.add(newData);
        this.requestRender();
    }
}
目录
相关文章
|
数据处理 Android开发
关于安卓glide加载显示进度
安卓glide加载显示进度
359 0
|
Android开发 C++
Android OpenGL显示任意3D模型文件
Android OpenGL显示任意3D模型文件
Android OpenGL显示任意3D模型文件
|
存储 缓存 Java
Android OpenGL 显示基本图形及相关概念解读
Android OpenGL 显示基本图形及相关概念解读
Android OpenGL 显示基本图形及相关概念解读
|
开发工具 Android开发
Android studio preview不显示
作为一个刚学习Android的小白,装Android studio的过程中就遇到了不少问题,这两天发现preview一直不显示,百度查了一下,很多教程都只是改了一下这里,但是治标不治本啊,新的项目又会出现这个问题。
239 0
Android studio preview不显示
|
XML 缓存 Android开发
Android Studio Dolphin | 2021.3.1不显示布局XML预览
Android Studio Dolphin | 2021.3.1不显示布局XML预览
1989 0
Android Studio Dolphin | 2021.3.1不显示布局XML预览
|
XML SQL 缓存
Android 音乐APP(四)显示专辑图片、本地数据库、自定义通知栏样式、通知栏显示
Android 音乐APP(四)显示专辑图片、本地数据库、自定义通知栏样式、通知栏显示
408 0
Android 音乐APP(四)显示专辑图片、本地数据库、自定义通知栏样式、通知栏显示
|
XML Android开发 数据格式
Android Glide加载网络图片不显示,但用网页打开又正常显示
Android Glide加载网络图片不显示,但用网页打开又正常显示
675 0
Android Glide加载网络图片不显示,但用网页打开又正常显示
|
XML 缓存 API
Android 天气APP(十四)修复UI显示异常、优化业务代码逻辑、增加详情天气显示
Android 天气APP(十四)修复UI显示异常、优化业务代码逻辑、增加详情天气显示
194 0
Android 天气APP(十四)修复UI显示异常、优化业务代码逻辑、增加详情天气显示
|
Android开发
Android 天气APP(六)旋转风车显示风力、风向
Android 天气APP(六)旋转风车显示风力、风向
158 0
Android 天气APP(六)旋转风车显示风力、风向
|
XML Android开发 数据格式
Android控件显示、隐藏时,增加动画效果
Android控件显示、隐藏时,增加动画效果
463 0
Android控件显示、隐藏时,增加动画效果

热门文章

最新文章