RoundCameraGLSurfaceView.java
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package com.sw.laryngoscope.glsurface;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;
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 RoundCameraGLSurfaceView extends GLSurfaceView {
private static final String TAG = "CameraGLSurfaceView";
// 源视频帧宽/高
private int frameWidth, frameHeight;
private boolean isMirror;
private int rotateDegree = 0;
// 用于判断preview数据是否被传入,避免在初始化时有一段时间的绿色背景(y、u、v均全为0)
private boolean dataInput = false;
// 圆角半径
private int radius = 0;
private ByteBuffer yBuf = null, uBuf = null, vBuf = null;
// 纹理id
private int[] yTexture = new int[1];
private int[] uTexture = new int[1];
private int[] vTexture = new int[1];
private byte[] yArray;
private byte[] uArray;
private byte[] vArray;
private static final int FLOAT_SIZE_BYTES = 4;
private String fragmentShaderCode = GLUtil.FRAG_SHADER_NORMAL;
private FloatBuffer squareVertices = null;
private FloatBuffer coordVertices = null;
private boolean rendererReady = false;
float[] coordVertice = null;
YUVRenderer mYUVRenderer;
public RoundCameraGLSurfaceView(Context context) {
this(context, null);
}
public RoundCameraGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
setEGLContextClientVersion(2);
//设置Renderer到GLSurfaceView
mYUVRenderer = new YUVRenderer();
setRenderer(mYUVRenderer);
// 只有在绘制数据改变时才绘制view
setRenderMode(RENDERMODE_WHEN_DIRTY);
/*setOutlineProvider(new ViewOutlineProvider() {
@Override
public void getOutline(View view, Outline outline) {
Rect rect = new Rect(0, 0, view.getMeasuredWidth(), view.getMeasuredHeight());
outline.setRoundRect(rect, radius);
}
});
setClipToOutline(true);*/
}
public void reset() {
setRenderer(new YUVRenderer());
// 只有在绘制数据改变时才绘制view
setRenderMode(RENDERMODE_WHEN_DIRTY);
}
public void reset1() {
mYUVRenderer.resetRenderer();
}
public void turnRound() {
invalidateOutline();
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
}
/**
* 设置不同的片段着色器代码以达到不同的预览效果
*
* @param fragmentShaderCode 片段着色器代码
*/
public void setFragmentShaderCode(String fragmentShaderCode) {
this.fragmentShaderCode = fragmentShaderCode;
}
public void init(boolean isMirror, int rotateDegree, int frameWidth, int frameHeight) {
if (this.frameWidth == frameWidth
&& this.frameHeight == frameHeight
&& this.rotateDegree == rotateDegree
&& this.isMirror == isMirror) {
return;
}
dataInput = false;
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
this.rotateDegree = rotateDegree;
this.isMirror = isMirror;
yArray = new byte[this.frameWidth * this.frameHeight];
uArray = new byte[this.frameWidth * this.frameHeight / 4];
vArray = new byte[this.frameWidth * this.frameHeight / 4];
int yFrameSize = this.frameHeight * this.frameWidth;
int uvFrameSize = yFrameSize >> 2;
yBuf = ByteBuffer.allocateDirect(yFrameSize);
yBuf.order(ByteOrder.nativeOrder()).position(0);
uBuf = ByteBuffer.allocateDirect(uvFrameSize);
uBuf.order(ByteOrder.nativeOrder()).position(0);
vBuf = ByteBuffer.allocateDirect(uvFrameSize);
vBuf.order(ByteOrder.nativeOrder()).position(0);
// 顶点坐标
squareVertices = ByteBuffer
.allocateDirect(GLUtil.SQUARE_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
Log.d(TAG, "========squareVertices=======0===========" +
android.os.Process.myPid() + " " + android.os.Process.myUid());
squareVertices.put(GLUtil.SQUARE_VERTICES).position(0);
//纹理坐标
if (isMirror) {
switch (rotateDegree) {
case 0:
coordVertice = GLUtil.MIRROR_COORD_VERTICES;
break;
case 90:
coordVertice = GLUtil.ROTATE_90_MIRROR_COORD_VERTICES;
break;
case 180:
coordVertice = GLUtil.ROTATE_180_MIRROR_COORD_VERTICES;
break;
case 270:
coordVertice = GLUtil.ROTATE_270_MIRROR_COORD_VERTICES;
break;
default:
break;
}
} else {
switch (rotateDegree) {
case 0:
coordVertice = GLUtil.COORD_VERTICES;
break;
case 90:
coordVertice = GLUtil.ROTATE_90_COORD_VERTICES;
break;
case 180:
coordVertice = GLUtil.ROTATE_180_COORD_VERTICES;
break;
case 270:
coordVertice = GLUtil.ROTATE_270_COORD_VERTICES;
break;
default:
break;
}
}
coordVertices = ByteBuffer.allocateDirect(coordVertice.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
coordVertices.put(coordVertice).position(0);
}
/**
* 创建OpenGL Program并关联GLSL中的变量
*
* @param fragmentShaderCode 片段着色器代码
*/
private void createGLProgram(String fragmentShaderCode) {
int programHandleMain = GLUtil.createShaderProgram(fragmentShaderCode);
if (programHandleMain != -1) {
// 使用着色器程序
GLES20.glUseProgram(programHandleMain);
// 获取顶点着色器变量
int glPosition = GLES20.glGetAttribLocation(programHandleMain, "attr_position");
int textureCoord = GLES20.glGetAttribLocation(programHandleMain, "attr_tc");
// 获取片段着色器变量
int ySampler = GLES20.glGetUniformLocation(programHandleMain, "ySampler");
int uSampler = GLES20.glGetUniformLocation(programHandleMain, "uSampler");
int vSampler = GLES20.glGetUniformLocation(programHandleMain, "vSampler");
//给变量赋值
/**
* GLES20.GL_TEXTURE0 和 ySampler 绑定
* GLES20.GL_TEXTURE1 和 uSampler 绑定
* GLES20.GL_TEXTURE2 和 vSampler 绑定
*
* 也就是说 glUniform1i的第二个参数代表图层序号
*/
GLES20.glUniform1i(ySampler, 0);
GLES20.glUniform1i(uSampler, 1);
GLES20.glUniform1i(vSampler, 2);
GLES20.glEnableVertexAttribArray(glPosition);
GLES20.glEnableVertexAttribArray(textureCoord);
/**
* 设置Vertex Shader数据
*/
Log.d(TAG, "========squareVertices=======1===========" + squareVertices + " coordVertices " + coordVertices +
android.os.Process.myPid() + " " + android.os.Process.myUid());
squareVertices.position(0);
GLES20.glVertexAttribPointer(glPosition, GLUtil.COUNT_PER_SQUARE_VERTICE, GLES20.GL_FLOAT, false, 8, squareVertices);
coordVertices.position(0);
GLES20.glVertexAttribPointer(textureCoord, GLUtil.COUNT_PER_COORD_VERTICES, GLES20.GL_FLOAT, false, 8, coordVertices);
}
}
public class YUVRenderer implements Renderer {
private void initRenderer() {
//rendererReady = false;
if ( !rendererReady ) {
Log.d(TAG, "========squareVertices=======11===========" +
android.os.Process.myPid() + " " + android.os.Process.myUid());
createGLProgram(fragmentShaderCode);
//启用纹理
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
//创建纹理
createTexture(frameWidth, frameHeight, GLES20.GL_LUMINANCE, yTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, uTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, vTexture);
}
rendererReady = true;
}
private void resetRenderer() {
//启用纹理
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
//创建纹理
createTexture(frameWidth, frameHeight, GLES20.GL_LUMINANCE, yTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, uTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, vTexture);
}
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
initRenderer();
}
// 根据宽高和格式创建纹理
private void createTexture(int width, int height, int format, int[] textureId) {
//创建纹理
GLES20.glGenTextures(1, textureId, 0);
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId[0]);
/**
* {@link GLES20#GL_TEXTURE_WRAP_S}代表左右方向的纹理环绕模式
* {@link GLES20#GL_TEXTURE_WRAP_T}代表上下方向的纹理环绕模式
*
* {@link GLES20#GL_REPEAT}:重复
* {@link GLES20#GL_MIRRORED_REPEAT}:镜像重复
* {@link GLES20#GL_CLAMP_TO_EDGE}:忽略边框截取
*
* 例如我们使用{@link GLES20#GL_REPEAT}:
*
* squareVertices coordVertices
* -1.0f, -1.0f, 1.0f, 1.0f,
* 1.0f, -1.0f, 1.0f, 0.0f, -> 和textureView预览相同
* -1.0f, 1.0f, 0.0f, 1.0f,
* 1.0f, 1.0f 0.0f, 0.0f
*
* squareVertices coordVertices
* -1.0f, -1.0f, 2.0f, 2.0f,
* 1.0f, -1.0f, 2.0f, 0.0f, -> 和textureView预览相比,分割成了4 块相同的预览(左下,右下,左上,右上)
* -1.0f, 1.0f, 0.0f, 2.0f,
* 1.0f, 1.0f 0.0f, 0.0f
*/
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);
/**
* {@link GLES20#GL_TEXTURE_MIN_FILTER}代表所显示的纹理比加载进来的纹理小时的情况
* {@link GLES20#GL_TEXTURE_MAG_FILTER}代表所显示的纹理比加载进来的纹理大时的情况
*
* {@link GLES20#GL_NEAREST}:使用纹理中坐标最接近的一个像素的颜色作为需要绘制的像素颜色
* {@link GLES20#GL_LINEAR}:使用纹理中坐标最接近的若干个颜色,通过加权平均算法得到需要绘制的像素颜色
*/
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, format, width, height, 0, format, GLES20.GL_UNSIGNED_BYTE, null);
}
@Override
public void onDrawFrame(GL10 gl) {
// 分别对每个纹理做激活、绑定、设置数据操作
if (dataInput) {
//Log.d(TAG, " onDrawFrame ===fps=============" + fps());
//y
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth,
frameHeight,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
yBuf);
//u
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth >> 1,
frameHeight >> 1,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
uBuf);
//v
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth >> 1,
frameHeight >> 1,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
vBuf);
//在数据绑定完成后进行绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
}
/**
* 传入NV21刷新帧
*
* @param data NV21数据
*/
public void refreshFrameNV21(byte[] data) {
if (rendererReady) {
yBuf.clear();
uBuf.clear();
vBuf.clear();
putNV21(data, frameWidth, frameHeight);
dataInput = true;
requestRender();
}
}
/**
* 传入YV12数据刷新帧
*
* @param data YV12数据
*/
public void refreshFrameYV12(byte[] data) {
if (rendererReady) {
yBuf.clear();
uBuf.clear();
vBuf.clear();
putYV12(data, frameWidth, frameHeight);
dataInput = true;
requestRender();
}
}
/**
* 将NV21数据的Y、U、V分量取出
*
* @param src nv21帧数据
* @param width 宽度
* @param height 高度
*/
private void putNV21(byte[] src, int width, int height) {
int ySize = width * height;
int frameSize = ySize * 3 / 2;
//取分量y值
System.arraycopy(src, 0, yArray, 0, ySize);
int k = 0;
//取分量uv值
int index = ySize;
while (index < frameSize) {
vArray[k] = src[index++];
uArray[k++] = src[index++];
}
yBuf.put(yArray).position(0);
uBuf.put(uArray).position(0);
vBuf.put(vArray).position(0);
}
/**
* 将YV12数据的Y、U、V分量取出
*
* @param src YV12帧数据
* @param width 宽度
* @param height 高度
*/
private void putYV12(byte[] src, int width, int height) {
int ySize = width * height;
//取分量y值
System.arraycopy(src, 0, yArray, 0, ySize);
//取分量uv值
System.arraycopy(src, ySize, vArray, 0, vArray.length);
System.arraycopy(src, ySize + vArray.length, uArray, 0, uArray.length);
yBuf.put(yArray).position(0);
uBuf.put(uArray).position(0);
vBuf.put(vArray).position(0);
}
int fps = 0;
long lastTime = System.currentTimeMillis();
int frameCount = 0;
int fps() {
++frameCount;
long curTime = System.currentTimeMillis();
if (curTime - lastTime > 1000) // 取固定时间间隔为1秒
{
fps = frameCount;
frameCount = 0;
lastTime = curTime;
}
return fps;
}
}