Android OpenGL以原始(小)分辨率渲染到frameBuffer,然后将其缩放(viewPort)到屏幕大小
作者:互联网
我有一个NV21(YUV420)相机视频,我正在应用它片段着色器,以获得一些滤镜效果和YUV到RGB转换.
除了糟糕的表现外,一切都在发挥作用.
我的片段着色器有点沉重,因为它有很多textur2D()调用.
原始帧分辨率为480×640像素,我注意到如果我将视口设置为原始大小(而不是全屏大小),它的工作正常且流畅.
所以基本上我需要首先渲染帧并在具有原始大小的frameBuffer(FBO)中处理它,然后(在着色器完成工作之后)使用视口(大多数为1080×1920)将其缩放到全屏大小,这意味着“沉重的“处理工作将适用于更少的碎片.
我在这里找到了一些教程和类似的问题如何实现,但不幸的是我没有运气. (有一些黑屏或GL_INVALID_OPERATION等’)……
任何帮助将非常感激.
此外,我不知道如何处理的另一个(可选)性能调整(如果可能的话)是将这3个纹理(Y_tex,U_tex和V_tex)以某种方式组合到单个纹理中,该纹理作为单个纹理与着色器均匀化然后我可以在着色器中只进行一次texture2D()调用,以获取当前的YUV值并将它们转换为RGB值.
这是我的渲染器代码:
static class MyRenderer implements GLSurfaceView.Renderer
{
int mTextureIds[] = new int[3];
float[] mScaleMatrix = new float[16];
private FloatBuffer mVertexBuffer;
private FloatBuffer mTextureBuffer;
private ShortBuffer mDrawListBuffer;
boolean mVideoFitEnabled = true;
boolean mVideoDisabled = false;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static final int TEXTURECOORDS_PER_VERTEX = 2;
static float mXYZCoords[] = {
-1.0f, 1.0f, 0.0f, // top left
-1.0f, -1.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, // bottom right
1.0f, 1.0f, 0.0f // top right
};
static float mUVCoords[] = {
0, 0, // top left
0, 1, // bottom left
1, 1, // bottom right
1, 0 // top right
};
private short mVertexIndex[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;"
+ "attribute vec4 aPosition;\n"
+ "attribute vec2 aTextureCoord;\n"
+ "varying vec2 vTextureCoord;\n"
+ "void main() {\n"
+ " gl_Position = uMVPMatrix * aPosition;\n"
+ " vTextureCoord = aTextureCoord;\n"
+ "}\n";
private final String fragmentShaderCode =
"precision mediump float;\n"
+ "uniform sampler2D Ytex;\n"
+ "uniform sampler2D Utex,Vtex;\n"
+ "varying vec2 vTextureCoord;\n"
+ "void main(void) {\n"
+ " float nx,ny,r,g,b,y,u,v;\n"
+ " mediump vec4 txl,ux,vx;"
+ " nx=vTextureCoord[0];\n"
+ " ny=vTextureCoord[1];\n"
+ " y=texture2D(Ytex,vec2(nx,ny)).r;\n"
+ " u=texture2D(Utex,vec2(nx,ny)).r;\n"
+ " v=texture2D(Vtex,vec2(nx,ny)).r;\n"
+ " y=1.1643*(y-0.0625);\n"
+ " u=u-0.5;\n"
+ " v=v-0.5;\n"
+ " r=y+1.5958*v;\n"
+ " g=y-0.39173*u-0.81290*v;\n"
+ " b=y+2.017*u;\n"
// --> Bilateral blur filter code HERE <--
+ " gl_FragColor=vec4(r,g,b,1.0);\n"
+ "}\n";
ReentrantLock mFrameLock = new ReentrantLock();
Frame mCurrentFrame;
private int mProgram;
private int mTextureWidth;
private int mTextureHeight;
private int mViewportWidth;
private int mViewportHeight;
public MyRenderer()
{
ByteBuffer bb = ByteBuffer.allocateDirect(mXYZCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
mVertexBuffer = bb.asFloatBuffer();
mVertexBuffer.put(mXYZCoords);
mVertexBuffer.position(0);
ByteBuffer tb = ByteBuffer.allocateDirect(mUVCoords.length * 4);
tb.order(ByteOrder.nativeOrder());
mTextureBuffer = tb.asFloatBuffer();
mTextureBuffer.put(mUVCoords);
mTextureBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(mVertexIndex.length * 2);
dlb.order(ByteOrder.nativeOrder());
mDrawListBuffer = dlb.asShortBuffer();
mDrawListBuffer.put(mVertexIndex);
mDrawListBuffer.position(0);
}
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
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);
int positionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
int textureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, COORDS_PER_VERTEX * 4, mVertexBuffer);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(textureHandle, TEXTURECOORDS_PER_VERTEX, GLES20.GL_FLOAT, false, TEXTURECOORDS_PER_VERTEX * 4, mTextureBuffer);
GLES20.glEnableVertexAttribArray(textureHandle);
GLES20.glUseProgram(mProgram);
int i = GLES20.glGetUniformLocation(mProgram, "Ytex"); // GLES20.glUniform3i(i, 0, 1, 2);
GLES20.glUniform1i(i, 0); /* Bind Ytex to texture unit 0 */
i = GLES20.glGetUniformLocation(mProgram, "Utex");
GLES20.glUniform1i(i, 1); /* Bind Utex to texture unit 1 */
i = GLES20.glGetUniformLocation(mProgram, "Vtex");
GLES20.glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */
mTextureWidth = 0;
mTextureHeight = 0;
}
static void initializeTexture(int name, int id, int width, int height)
{
GLES20.glActiveTexture(name);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, null);
}
void setupTextures(Frame frame)
{
if (mTextureIds[0] != 0)
{
GLES20.glDeleteTextures(3, mTextureIds, 0);
}
GLES20.glGenTextures(3, mTextureIds, 0);
int w = frame.getWidth();
int h = frame.getHeight();
int hw = (w + 1) >> 1;
int hh = (h + 1) >> 1;
initializeTexture(GLES20.GL_TEXTURE0, mTextureIds[0], w, h);
initializeTexture(GLES20.GL_TEXTURE1, mTextureIds[1], hw, hh);
initializeTexture(GLES20.GL_TEXTURE2, mTextureIds[2], hw, hh);
mTextureWidth = frame.getWidth();
mTextureHeight = frame.getHeight();
}
void updateTextures(Frame frame)
{
int width = frame.getWidth();
int height = frame.getHeight();
int half_width = (width + 1) >> 1;
int half_height = (height + 1) >> 1;
int y_size = width * height;
int uv_size = half_width * half_height;
ByteBuffer bb = frame.getBuffer();
bb.clear(); // If we are reusing this frame, make sure we reset position and limit
if (bb.remaining() == y_size + uv_size * 2)
{
bb.position(0);
GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
GLES20.glPixelStorei(GLES20.GL_PACK_ALIGNMENT, 1);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, width, height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
bb.position(y_size);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[1]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
bb.position(y_size + uv_size);
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[2]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
int i = GLES20.glGetUniformLocation(mProgram, "width");
GLES20.glUniform1f(i, (float) mTextureWidth);
i = GLES20.glGetUniformLocation(mProgram, "height");
GLES20.glUniform1f(i, (float) mTextureHeight);
}
else
{
mTextureWidth = 0;
mTextureHeight = 0;
}
}
@Override public void onSurfaceChanged(GL10 gl, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
mViewportWidth = width;
mViewportHeight = height;
}
@Override public void onDrawFrame(GL10 gl)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
mFrameLock.lock();
if (mCurrentFrame != null && !mVideoDisabled)
{
GLES20.glUseProgram(mProgram);
if (mTextureWidth != mCurrentFrame.getWidth() || mTextureHeight != mCurrentFrame.getHeight())
{
setupTextures(mCurrentFrame);
}
updateTextures(mCurrentFrame);
Matrix.setIdentityM(mScaleMatrix, 0);
float scaleX = 1.0f, scaleY = 1.0f;
float ratio = (float) mCurrentFrame.getWidth() / mCurrentFrame.getHeight();
float vratio = (float) mViewportWidth / mViewportHeight;
if (mVideoFitEnabled)
{
if (ratio > vratio)
{
scaleY = vratio / ratio;
}
else
{
scaleX = ratio / vratio;
}
}
else
{
if (ratio < vratio)
{
scaleY = vratio / ratio;
}
else
{
scaleX = ratio / vratio;
}
}
Matrix.scaleM(mScaleMatrix, 0, scaleX * (mCurrentFrame.isMirroredX() ? -1.0f : 1.0f), scaleY, 1);
int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mScaleMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer);
}
mFrameLock.unlock();
}
public void displayFrame(Frame frame)
{
mFrameLock.lock();
if (this.mCurrentFrame != null)
{
this.mCurrentFrame.recycle();
}
this.mCurrentFrame = frame;
mFrameLock.unlock();
}
public static int loadShader(int type, String shaderCode)
{
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public void disableVideo(boolean b)
{
mFrameLock.lock();
mVideoDisabled = b;
if (mVideoDisabled)
{
if (this.mCurrentFrame != null)
{
this.mCurrentFrame.recycle();
}
this.mCurrentFrame = null;
}
mFrameLock.unlock();
}
public void enableVideoFit(boolean enableVideoFit)
{
mVideoFitEnabled = enableVideoFit;
}
}
解决方法:
最后我感谢一位非常有才华的人帮助我.
这是我的渲染器类,它现在有一个带有2个渲染过程的frameBuffer:
static class MyRenderer implements GLSurfaceView.Renderer
{
int mTextureIds[] = new int[4];
float[] mScaleMatrix = new float[16];
float[] mFilterScaleMatrix = new float[16];
private FloatBuffer mVertexBuffer;
private FloatBuffer mTextureBuffer;
private ShortBuffer mDrawListBuffer;
private IntBuffer frameBuffer;
boolean mVideoFitEnabled = true;
boolean mVideoDisabled = false;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static final int TEXTURECOORDS_PER_VERTEX = 2;
static float mXYZCoords[] = {
-1.0f, 1.0f, 0.0f, // top left
-1.0f, -1.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, // bottom right
1.0f, 1.0f, 0.0f // top right
};
static float mUVCoords[] = {
0, 0, // top left
0, 1, // bottom left
1, 1, // bottom right
1, 0 // top right
};
private short mVertexIndex[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;"
+ "attribute vec4 aPosition;\n"
+ "attribute vec2 aTextureCoord;\n"
+ "varying vec2 vTextureCoord;\n"
+ "void main() {\n"
+ " gl_Position = uMVPMatrix * aPosition;\n"
+ " vTextureCoord = aTextureCoord;\n"
+ "}\n";
private final String fragmentShaderCode =
"YUV to RGB Conversion shader HERE";
private final String frameBufferShader =
"MY filter effect shader HERE";
ReentrantLock mFrameLock = new ReentrantLock();
Frame mCurrentFrame;
private int mProgram;
private int mProgramFilter;
private int mTextureWidth;
private int mTextureHeight;
private int mViewportWidth;
private int mViewportHeight;
public MyRenderer()
{
ByteBuffer bb = ByteBuffer.allocateDirect(mXYZCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
mVertexBuffer = bb.asFloatBuffer();
mVertexBuffer.put(mXYZCoords);
mVertexBuffer.position(0);
ByteBuffer tb = ByteBuffer.allocateDirect(mUVCoords.length * 4);
tb.order(ByteOrder.nativeOrder());
mTextureBuffer = tb.asFloatBuffer();
mTextureBuffer.put(mUVCoords);
mTextureBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(mVertexIndex.length * 2);
dlb.order(ByteOrder.nativeOrder());
mDrawListBuffer = dlb.asShortBuffer();
mDrawListBuffer.put(mVertexIndex);
mDrawListBuffer.position(0);
frameBuffer = IntBuffer.allocate(1);
}
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
int filterVertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int filterFragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, frameBufferShader);
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);
mProgramFilter = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mProgramFilter, filterVertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgramFilter, filterFragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgramFilter);
int positionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
int textureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, COORDS_PER_VERTEX * 4, mVertexBuffer);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(textureHandle, TEXTURECOORDS_PER_VERTEX, GLES20.GL_FLOAT, false, TEXTURECOORDS_PER_VERTEX * 4, mTextureBuffer);
GLES20.glEnableVertexAttribArray(textureHandle);
GLES20.glUseProgram(mProgram);
int i = GLES20.glGetUniformLocation(mProgram, "Ytex");
GLES20.glUniform1i(i, 3); /* Bind Ytex to texture unit 0 */
i = GLES20.glGetUniformLocation(mProgram, "Utex");
GLES20.glUniform1i(i, 1); /* Bind Utex to texture unit 1 */
i = GLES20.glGetUniformLocation(mProgram, "Vtex");
GLES20.glUniform1i(i, 2); /* Bind Vtex to texture unit 2 */
GLES20.glUseProgram(mProgramFilter);
i = GLES20.glGetUniformLocation(mProgramFilter, "Ytex");
GLES20.glUniform1i(i, 0);
mTextureWidth = 0;
mTextureHeight = 0;
}
static void initializeTexture(int name, int id, int width, int height)
{
GLES20.glActiveTexture(name);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, null);
}
void setupTextures(Frame frame)
{
if (mTextureIds[0] != 0)
{
GLES20.glDeleteTextures(4, mTextureIds, 0);
}
GLES20.glGenTextures(4, mTextureIds, 0);
int w = frame.getWidth();
int h = frame.getHeight();
int hw = (w + 1) >> 1;
int hh = (h + 1) >> 1;
initializeTexture(GLES20.GL_TEXTURE0, mTextureIds[0], w, h);
initializeTexture(GLES20.GL_TEXTURE1, mTextureIds[1], hw, hh);
initializeTexture(GLES20.GL_TEXTURE2, mTextureIds[2], hw, hh);
GLES20.glGenFramebuffers(1, frameBuffer);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer.get(0));
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[3]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, w, h, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mTextureIds[3], 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
mTextureWidth = frame.getWidth();
mTextureHeight = frame.getHeight();
GLES20.glUseProgram(mProgramFilter);
int i = GLES20.glGetUniformLocation(mProgramFilter, "width");
GLES20.glUniform1f(i, (float) mTextureWidth);
i = GLES20.glGetUniformLocation(mProgramFilter, "height");
GLES20.glUniform1f(i, (float) mTextureHeight);
}
void updateTextures(Frame frame)
{
int width = frame.getWidth();
int height = frame.getHeight();
int half_width = (width + 1) >> 1;
int half_height = (height + 1) >> 1;
int y_size = width * height;
int uv_size = half_width * half_height;
ByteBuffer bb = frame.getBuffer();
bb.clear(); // If we are reusing this frame, make sure we reset position and limit
if (bb.remaining() == y_size + uv_size * 2)
{
bb.position(0);
GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
GLES20.glPixelStorei(GLES20.GL_PACK_ALIGNMENT, 1);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, width, height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
bb.position(y_size);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[1]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
bb.position(y_size + uv_size);
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[2]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, half_width, half_height, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, bb);
}
else
{
mTextureWidth = 0;
mTextureHeight = 0;
}
}
@Override public void onSurfaceChanged(GL10 gl, int width, int height)
{
/// GLES20.glViewport(0, 0, width, height);
mViewportWidth = width;
mViewportHeight = height;
}
@Override public void onDrawFrame(GL10 gl)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
mFrameLock.lock();
if (mCurrentFrame != null && !mVideoDisabled)
{
if (mTextureWidth != mCurrentFrame.getWidth() || mTextureHeight != mCurrentFrame.getHeight())
{
setupTextures(mCurrentFrame);
}
updateTextures(mCurrentFrame);
/// Step 1: Smoothing Filter - Render to FrameBuffer [pass 1]
Matrix.setIdentityM(mFilterScaleMatrix, 0);
GLES20.glViewport(0, 0, mTextureWidth, mTextureHeight);
GLES20.glUseProgram(mProgramFilter);
int mMVPFilterMatrixHandle = GLES20.glGetUniformLocation(mProgramFilter, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPFilterMatrixHandle, 1, false, mFilterScaleMatrix, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer.get(0));
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer);
/// Step 2: Draw + RGB Conversion - Render to screen [pass 2]
Matrix.setIdentityM(mScaleMatrix, 0);
float scaleX = 1.0f, scaleY = 1.0f;
float ratio = (float) mCurrentFrame.getWidth() / mCurrentFrame.getHeight();
float vratio = (float) mViewportWidth / mViewportHeight;
if (mVideoFitEnabled)
{
if (ratio > vratio)
{
scaleY = vratio / ratio;
}
else
{
scaleX = ratio / vratio;
}
}
else
{
if (ratio < vratio)
{
scaleY = vratio / ratio;
}
else
{
scaleX = ratio / vratio;
}
}
Matrix.scaleM(mScaleMatrix, 0, scaleX * (mCurrentFrame.isMirroredX() ? -1.0f : 1.0f), scaleY, 1);
GLES20.glUseProgram(mProgram);
GLES20.glViewport(0, 0, mViewportWidth, mViewportHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mScaleMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer);
}
mFrameLock.unlock();
}
public void displayFrame(Frame frame)
{
mFrameLock.lock();
if (this.mCurrentFrame != null)
{
this.mCurrentFrame.recycle();
}
this.mCurrentFrame = frame;
mFrameLock.unlock();
}
public static int loadShader(int type, String shaderCode)
{
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public void disableVideo(boolean b)
{
mFrameLock.lock();
mVideoDisabled = b;
if (mVideoDisabled)
{
if (this.mCurrentFrame != null)
{
this.mCurrentFrame.recycle();
}
this.mCurrentFrame = null;
}
mFrameLock.unlock();
}
public void enableVideoFit(boolean enableVideoFit)
{
mVideoFitEnabled = enableVideoFit;
}
}
标签:android,opengl-es,glsl,fragment-shader 来源: https://codeday.me/bug/20190623/1269095.html