EncodeProgram2.java
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package com.sw.laryngoscope.imageToVideo;
import android.graphics.Bitmap;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.util.Log;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
public class EncodeProgram2 {
private final String VERTEX_SHADER;
private final String FRAGMENT_SHADER;
private final float[] pointData;
private final float[] texVertex;
private final float[] projectionMatrix;
private FloatBuffer vertexData;
private FloatBuffer texVertexBuffer;
private int mAPositionLocation;
private int uTextureUnitLocation;
private int program;
private int textureID;
private int aTextCoordLocation;
private final int []size;
public EncodeProgram2(int[] size) {
this.size = size;
this.VERTEX_SHADER = "\n uniform mat4 u_Matrix;\n attribute vec4 a_Position;\n attribute vec2 a_TexCoord;\n varying vec2 v_TexCoord;\n void main() {\n v_TexCoord = a_TexCoord;\n gl_Position = u_Matrix * a_Position;\n }\n ";
this.FRAGMENT_SHADER = "\n precision mediump float;\n varying vec2 v_TexCoord;\n uniform sampler2D u_TextureUnit;\n void main() {\n gl_FragColor = texture2D(u_TextureUnit, v_TexCoord);\n }\n ";
this.pointData = new float[]{-1.0F, -1.0F, -1.0F, 1.0F, 1.0F, 1.0F, 1.0F, -1.0F};
this.texVertex = new float[]{0.0F, 1.0F, 0.0F, 0.0F, 1.0F, 0.0F, 1.0F, 1.0F};
this.projectionMatrix = new float[]{1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F};
this.vertexData = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
this.vertexData.put(this.pointData);
this.vertexData.position(0);
this.texVertexBuffer =ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder()).asFloatBuffer();
texVertexBuffer.put(this.texVertex);
this.texVertexBuffer.position(0);
}
public final void build() {
this.program =uCreateGlProgram(this.VERTEX_SHADER, this.FRAGMENT_SHADER);
glError(0,program);
GLES20.glUseProgram(this.program);
this.initLocation();
}
private final void initLocation() {
this.mAPositionLocation = GLES20.glGetAttribLocation(program, "a_Position");
glError(1,mAPositionLocation);
int uMatrixLocation = GLES20.glGetUniformLocation(program, "u_Matrix");
glError(2,uMatrixLocation);
this.aTextCoordLocation = GLES20.glGetAttribLocation(this.program, "a_TexCoord");
glError(3,aTextCoordLocation);
this.uTextureUnitLocation =GLES20.glGetAttribLocation(this.program, "u_TextureUnit");
glError(4,uTextureUnitLocation);
this.textureID = createTextureID();
GLES20.glVertexAttribPointer(this.aTextCoordLocation, 2, GLES20.GL_FLOAT, false, 0, this.texVertexBuffer);
GLES20.glEnableVertexAttribArray(this.aTextCoordLocation);
GLES20.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
// 开启纹理透明混合,这样才能绘制透明图片
GLES20.glEnable(GL10.GL_BLEND);
GLES20.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glViewport(0, 0, size[0], size[1]);
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, this.projectionMatrix, 0);
}
public final void renderBitmap( Bitmap b) {
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, b, 0);
// GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D)
// b.recycle();
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT);
vertexData.position(0);
GLES20.glVertexAttribPointer(mAPositionLocation, 2,
GLES20.GL_FLOAT, false, 0, vertexData);
GLES20.glEnableVertexAttribArray(mAPositionLocation);
// 设置当前活动的纹理单元为纹理单元0
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// 将纹理ID绑定到当前活动的纹理单元上
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
GLES20.glUniform1i(uTextureUnitLocation, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, pointData.length / 2);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, b, 0);
//
// GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
// GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT);
// GLES20.glVertexAttribPointer(mAPositionLocation, 2, GLES20.GL_FLOAT, false, 0, vertexData);
// GLES20.glEnableVertexAttribArray(this.mAPositionLocation);
// GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
// GLES20.glUniform1i(this.uTextureUnitLocation, 0);
// GLES20.glDrawArrays(6, 0, this.pointData.length / 2);
// GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
}
/**
* 创建显示的texture
*/
private int createTextureID() {
int[] texture = new int[1];
GLES20.glGenTextures(1, texture, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
return texture[0];
}
//创建GL程序
public static int uCreateGlProgram(String vertexSource, String fragmentSource) {
int vertex = uLoadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertex == 0) return 0;
int fragment = uLoadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (fragment == 0) return 0;
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertex);
GLES20.glAttachShader(program, fragment);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
glError(1, "Could not link program:" + GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
/**
* 加载shader
*/
public static int uLoadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (0 != shader) {
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) {
glError(1, "Could not compile shader:" + shaderType);
glError(1, "GLES20 Error:" + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
public static void glError(int code, Object index) {
if (code != 0) {
Log.e("EncodeProgram2", "glError:" + code + "---" + index);
}
}
}