![](/img/trans.png)
[英]How to consider pixelStride in conversion of YUV to RGB using a fragment shader
[英]YUV to RGB conversion by fragment shader
我在將Android中的相機預覽從YUV格式轉換為RGB時遇到問題。 轉換的目的是施加一些效果。 我嘗試通過片段着色器進行轉換,因為通過本機代碼進行的轉換速度很慢(約14fps)。 我使用的參考是http://jyrom.tistory.com/m/post/view/id/187 。 我嘗試將此代碼移植到Android平台,但結果是黑綠色矩形。 但是,我可以通過得到的輸出來觀察某種形式。 您能否嘗試幫助我解決此問題。 我相信這是一個普遍的問題:將效果應用於相機預覽。 我還提供了指向我的項目進行測試的鏈接: https : //dl.dropbox.com/u/12829395/application/FilterGL/FilterGL.zip 。 謝謝。
更新:
這是我的onPreviewFrame方法:
public void onPreviewFrame(byte[] data, Camera camera) {
yBuffer.put(data);
yBuffer.position(0);
System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4 * 2);
uBuffer.put(uData);
uBuffer.position(0);
System.arraycopy(data, V_INDEX, vData, 0, LENGTH_4);
vBuffer.put(vData);
vBuffer.position(0);
}
這是我在onDrawFrame方法中將字節數組綁定到OpenGL紋理的方式:
GLES20.glUniform1i(yTexture, 1);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
320, 240, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yBuffer);
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.glUniform1i(uTexture, 2);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
160, 120, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, uBuffer);
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.glUniform1i(vTexture, 3);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
160, 120, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, vBuffer);
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);
這是我的片段着色器代碼:
#ifdef GL_ES
precision highp float;
#endif
varying vec2 v_texCoord;
uniform sampler2D y_texture;
uniform sampler2D u_texture;
uniform sampler2D v_texture;
void main()
{
float nx,ny,r,g,b,y,u,v;
nx=v_texCoord.x;
ny=v_texCoord.y;
y=texture2D(y_texture,v_texCoord).r;
u=texture2D(u_texture,v_texCoord).r;
v=texture2D(v_texture,v_texCoord).r;
y=1.1643*(y-0.0625);
u=u-0.5;
v=v-0.5;
r=y+1.5958*v;
g=y-0.39173*u-0.81290*v;
b=y+2.017*u;
gl_FragColor = vec4(r,g,b,1.0);
}
我不知道你是否解決了你的問題。
我使用了您的代碼,並在此模式下解決了。
public class MyRenderer implements Renderer{
public static final int recWidth = Costanti.recWidth;
public static final int recHeight = Costanti.recHeight;
private static final int U_INDEX = recWidth*recHeight;
private static final int V_INDEX = recWidth*recHeight*5/4;
private static final int LENGTH = recWidth*recHeight;
private static final int LENGTH_4 = recWidth*recHeight/4;
private int previewFrameWidth = 256;
private int previewFrameHeight = 256;
private int[] yTextureNames;
private int[] uTextureNames;
private int[] vTextureNames;
private MainActivity activity;
private FloatBuffer mVertices;
private ShortBuffer mIndices;
private int mProgramObject;
private int mPositionLoc;
private int mTexCoordLoc;
private int yTexture;
private int uTexture;
private int vTexture;
private final float[] mVerticesData = { -1.f, 1.f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-1.f, -1.f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
1.f, -1.f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
1.f, 1.f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
private final short[] mIndicesData = { 0, 1, 2, 0, 2, 3 };
private ByteBuffer yBuffer;
private ByteBuffer uBuffer;
private ByteBuffer vBuffer;
private IntBuffer frameBuffer;
private IntBuffer renderBuffer;
private IntBuffer parameterBufferWidth;
private IntBuffer parameterBufferHeigth;
byte[] ydata = new byte[LENGTH];
byte[] uData = new byte[LENGTH_4];
byte[] vData = new byte[LENGTH_4];
public MyRenderer(MainActivity activity) {
this.activity = activity;
mVertices = ByteBuffer.allocateDirect(mVerticesData.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mVertices.put(mVerticesData).position(0);
mIndices = ByteBuffer.allocateDirect(mIndicesData.length * 2)
.order(ByteOrder.nativeOrder()).asShortBuffer();
mIndices.put(mIndicesData).position(0);
yBuffer = MyGraphUtils.makeByteBuffer(LENGTH);
uBuffer = MyGraphUtils.makeByteBuffer(LENGTH_4/* * 2*/);
vBuffer = MyGraphUtils.makeByteBuffer(LENGTH_4);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glActiveTexture(GLES20.GL_ACTIVE_TEXTURE);
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.d("debug", "on surface created");
// Define a simple shader program for our point.
final String vShaderStr = readTextFileFromRawResource(activity, R.raw.v_simple);
final String fShaderStr = readTextFileFromRawResource(activity, R.raw.f_convert);
frameBuffer = IntBuffer.allocate(1);
renderBuffer= IntBuffer.allocate(1);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
GLES20.glGenFramebuffers(1, frameBuffer);
GLES20.glGenRenderbuffers(1, renderBuffer);
GLES20.glActiveTexture(GLES20.GL_ACTIVE_TEXTURE);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer.get(0));
GLES20.glClear(0);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBuffer.get(0));
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16,
320, 240);
parameterBufferHeigth = IntBuffer.allocate(1);
parameterBufferWidth = IntBuffer.allocate(1);
GLES20.glGetRenderbufferParameteriv(GLES20.GL_RENDERBUFFER, GLES20.GL_RENDERBUFFER_WIDTH, parameterBufferWidth);
GLES20.glGetRenderbufferParameteriv(GLES20.GL_RENDERBUFFER, GLES20.GL_RENDERBUFFER_HEIGHT, parameterBufferHeigth);
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER, renderBuffer.get(0));
if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER)!=GLES20.GL_FRAMEBUFFER_COMPLETE){
Log.d("debug", "gl frame buffer status != frame buffer complete");
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glClear(0);
mProgramObject = loadProgram(vShaderStr, fShaderStr);
// Get the attribute locations
mPositionLoc = GLES20.glGetAttribLocation(mProgramObject, "a_position");
mTexCoordLoc = GLES20.glGetAttribLocation(mProgramObject, "a_texCoord");
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
yTexture = GLES20.glGetUniformLocation(mProgramObject, "y_texture");
yTextureNames = new int[1];
GLES20.glGenTextures(1, yTextureNames, 0);
int yTextureName = yTextureNames[0];
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
uTexture = GLES20.glGetUniformLocation(mProgramObject, "u_texture");
uTextureNames = new int[1];
GLES20.glGenTextures(1, uTextureNames, 0);
int uTextureName = uTextureNames[0];
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
vTexture = GLES20.glGetUniformLocation(mProgramObject, "v_texture");
vTextureNames = new int[1];
GLES20.glGenTextures(1, vTextureNames, 0);
int vTextureName = vTextureNames[0];
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
}
@Override
public final void onDrawFrame(GL10 gl) {
Log.d("debug", "on Draw frame");
// Clear the color buffer
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Use the program object
GLES20.glUseProgram(mProgramObject);
// Load the vertex position
mVertices.position(0);
GLES20.glVertexAttribPointer(mPositionLoc, 3, GLES20.GL_FLOAT, false, 5*4, mVertices);
// Load the texture coordinate
mVertices.position(3);
GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 5*4, mVertices);
GLES20.glEnableVertexAttribArray(mPositionLoc);
GLES20.glEnableVertexAttribArray(mTexCoordLoc);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTextureNames[0]);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
320, 240, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yBuffer);
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.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.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTextureNames[0]);
GLES20.glUniform1i(yTexture, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTextureNames[0]);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
160, 120, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, uBuffer);
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.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.glActiveTexture(GLES20.GL_TEXTURE1+2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTextureNames[0]);
GLES20.glUniform1i(uTexture, 2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTextureNames[0]);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
160, 120, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, vBuffer);
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.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.glActiveTexture(GLES20.GL_TEXTURE1+1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTextureNames[0]);
GLES20.glUniform1i(vTexture, 1);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices);
}
public void setPreviewFrameSize(int realWidth, int realHeight) {
previewFrameHeight = realHeight;
previewFrameWidth = realWidth;
}
public static String readTextFileFromRawResource(final Context context, final int resourceId) {
final InputStream inputStream = context.getResources().openRawResource(resourceId);
final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
String nextLine;
final StringBuilder body = new StringBuilder();
try {
while ((nextLine = bufferedReader.readLine()) != null) {
body.append(nextLine);
body.append('\n');
}
} catch (IOException e) {
return null;
}
return body.toString();
}
public static int loadShader(int type, String shaderSrc) {
int shader;
int[] compiled = new int[1];
// Create the shader object
shader = GLES20.glCreateShader(type);
if (shader == 0) {
return 0;
}
// Load the shader source
GLES20.glShaderSource(shader, shaderSrc);
// Compile the shader
GLES20.glCompileShader(shader);
// Check the compile status
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e("ESShader", GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
return 0;
}
return shader;
}
public static int loadProgram(String vertShaderSrc, String fragShaderSrc) {
int vertexShader;
int fragmentShader;
int programObject;
int[] linked = new int[1];
// Load the vertex/fragment shaders
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertShaderSrc);
if (vertexShader == 0) {
return 0;
}
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragShaderSrc);
if (fragmentShader == 0) {
GLES20.glDeleteShader(vertexShader);
return 0;
}
// Create the program object
programObject = GLES20.glCreateProgram();
if (programObject == 0) {
return 0;
}
GLES20.glAttachShader(programObject, vertexShader);
GLES20.glAttachShader(programObject, fragmentShader);
// Link the program
GLES20.glLinkProgram(programObject);
// Check the link status
GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linked, 0);
if (linked[0] == 0) {
Log.e("ESShader", "Error linking program:");
Log.e("ESShader", GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
return 0;
}
// Free up no longer needed shader resources
GLES20.glDeleteShader(vertexShader);
GLES20.glDeleteShader(fragmentShader);
return programObject;
}
@Override
public void onPreviewFrame(byte[] data, Camera camera) {
System.arraycopy(data, 0, ydata, 0, LENGTH);
yBuffer.put(ydata);
yBuffer.position(0);
System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4);
uBuffer.put(uData);
uBuffer.position(0);
System.arraycopy(data, V_INDEX, vData, 0, LENGTH_4);
vBuffer.put(vData);
vBuffer.position(0);
}
}
不知道您是否已解決此問題。我的回答
setPreviewFormat(ImageFormat.YV12);
,或者可以使用其他一些着色器 有3種紋理,請確保您做得到
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, muTextureName)
在調用任何glTexImage2D之前。 和glTexSubImage2D
您還可以在每幀中使用glTexSubImage2D,並一次使用glTexImage2D。
U和V的大小相同,YV12至少,
System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4 * 2);
應該是System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4);
在代碼中相應地更改大小。
對於最快和最優化的方法,只需使用通用的GL擴展
//Fragment Shader
#extension GL_OES_EGL_image_external : require
uniform samplerExternalOES u_Texture;
比Java
surfaceTexture = new SurfaceTexture(textureIDs[0]);
try {
someCamera.setPreviewTexture(surfaceTexture);
} catch (IOException t) {
Log.e(TAG, "Cannot set preview texture target!");
}
someCamera.startPreview();
private static final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
在Java GL線程中
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, textureIDs[0]);
GLES20.glUniform1i(uTextureHandle, 0);
顏色轉換已經為您完成。 您可以直接在片段着色器中執行任何操作。
希望可以節省您的研究時間。
最終使您的項目顯示攝像機預覽。 我發現了兩個問題:1.在綁定和更改曲面特征之前,必須調用GLES20.glActiveTexture(GLES20.surfacenumber); 2.更重要和隱藏的問題是GLES20.glTexImage2D()無法使用寬度和高度,而寬度和高度不是2的冪。 加載大小為例如1024X1024的紋理后,應調用GLES20.glTexSubImage2D()
祝好運!
我應用了解決方案表格如何使用OpenGLES 2.0在libgdx中的背景上實時渲染Android的YUV-NV21攝像機圖像? 在問題中共享的項目,並得到了一個有效的項目。 如果您像我一樣搜索通過片段着色器將YUV轉換為RGB的教程代碼,則只需執行以下步驟即可得到一個有效的示例。
問題中代碼的主要問題是:
現在,更正代碼:將GLRenderer.java替換為
package com.filtergl.shader;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.hardware.Camera;
import android.hardware.Camera.PreviewCallback;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
public class GLRenderer
implements Renderer, PreviewCallback {
private static final int LENGTH = 76800;
private static final int LENGTH_2 = 38400;
private ActivityFilterGL activity;
private FloatBuffer mVertices;
private ShortBuffer mIndices;
private int previewFrameWidth = 256;
private int previewFrameHeight = 256;
private int mProgramObject;
private int mPositionLoc;
private int mTexCoordLoc;
// private int mSamplerLoc;
private int yTexture;
private int uTexture;
private int vTexture;
private final float[] mVerticesData = { -1.f, 1.f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-1.f, -1.f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
1.f, -1.f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
1.f, 1.f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
private final short[] mIndicesData = { 0, 1, 2, 0, 2, 3 };
private ByteBuffer frameData = null;
private ByteBuffer yBuffer;
private ByteBuffer uBuffer;
public GLRenderer(ActivityFilterGL activity) {
this.activity = activity;
mVertices = ByteBuffer.allocateDirect(mVerticesData.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mVertices.put(mVerticesData).position(0);
mIndices = ByteBuffer.allocateDirect(mIndicesData.length * 2)
.order(ByteOrder.nativeOrder()).asShortBuffer();
mIndices.put(mIndicesData).position(0);
yBuffer = GraphicsUtil.makeByteBuffer(LENGTH);
uBuffer = GraphicsUtil.makeByteBuffer(LENGTH_2);
}
@Override
public final void onDrawFrame(GL10 gl) {
// Clear the color buffer
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Use the program object
GLES20.glUseProgram(mProgramObject);
// Load the vertex position
mVertices.position(0);
GLES20.glVertexAttribPointer(mPositionLoc, 3, GLES20.GL_FLOAT, false, 5 * 4, mVertices);
// Load the texture coordinate
mVertices.position(3);
GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 5 * 4, mVertices);
GLES20.glEnableVertexAttribArray(mPositionLoc);
GLES20.glEnableVertexAttribArray(mTexCoordLoc);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glUniform1i(yTexture, 1);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
320, 240, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yBuffer);
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.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.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glUniform1i(uTexture, 2);
GLES20.glTexImage2D( GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE_ALPHA,
160, 120, 0, GLES20.GL_LUMINANCE_ALPHA, GLES20.GL_UNSIGNED_BYTE, uBuffer);
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.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.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Define a simple shader program for our point.
final String vShaderStr = readTextFileFromRawResource(activity, R.raw.v_simple);
final String fShaderStr = readTextFileFromRawResource(activity, R.raw.f_convert);
// Load the shaders and get a linked program object
mProgramObject = loadProgram(vShaderStr, fShaderStr);
// Get the attribute locations
mPositionLoc = GLES20.glGetAttribLocation(mProgramObject, "a_position");
mTexCoordLoc = GLES20.glGetAttribLocation(mProgramObject, "a_texCoord");
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
yTexture = GLES20.glGetUniformLocation(mProgramObject, "y_texture");
int[] yTextureNames = new int[1];
GLES20.glGenTextures(1, yTextureNames, 0);
int yTextureName = yTextureNames[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTextureName);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
uTexture = GLES20.glGetUniformLocation(mProgramObject, "u_texture");
int[] uTextureNames = new int[1];
GLES20.glGenTextures(1, uTextureNames, 0);
int uTextureName = uTextureNames[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTextureName);
// Set the background clear color to black.
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
}
public void setPreviewFrameSize(int realWidth, int realHeight) {
previewFrameHeight = realHeight;
previewFrameWidth = realWidth;
// frameData = GraphicsUtil.makeByteBuffer(previewFrameHeight * previewFrameWidth * 3);
}
public static String readTextFileFromRawResource(final Context context, final int resourceId) {
final InputStream inputStream = context.getResources().openRawResource(resourceId);
final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
String nextLine;
final StringBuilder body = new StringBuilder();
try {
while ((nextLine = bufferedReader.readLine()) != null) {
body.append(nextLine);
body.append('\n');
}
} catch (IOException e) {
return null;
}
return body.toString();
}
public static int loadShader(int type, String shaderSrc) {
int shader;
int[] compiled = new int[1];
// Create the shader object
shader = GLES20.glCreateShader(type);
if (shader == 0) {
return 0;
}
// Load the shader source
GLES20.glShaderSource(shader, shaderSrc);
// Compile the shader
GLES20.glCompileShader(shader);
// Check the compile status
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e("ESShader", GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
return 0;
}
return shader;
}
public static int loadProgram(String vertShaderSrc, String fragShaderSrc) {
int vertexShader;
int fragmentShader;
int programObject;
int[] linked = new int[1];
// Load the vertex/fragment shaders
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertShaderSrc);
if (vertexShader == 0) {
return 0;
}
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragShaderSrc);
if (fragmentShader == 0) {
GLES20.glDeleteShader(vertexShader);
return 0;
}
// Create the program object
programObject = GLES20.glCreateProgram();
if (programObject == 0) {
return 0;
}
GLES20.glAttachShader(programObject, vertexShader);
GLES20.glAttachShader(programObject, fragmentShader);
// Link the program
GLES20.glLinkProgram(programObject);
// Check the link status
GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linked, 0);
if (linked[0] == 0) {
Log.e("ESShader", "Error linking program:");
Log.e("ESShader", GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
return 0;
}
// Free up no longer needed shader resources
GLES20.glDeleteShader(vertexShader);
GLES20.glDeleteShader(fragmentShader);
return programObject;
}
@Override
public void onPreviewFrame(byte[] data, Camera camera) {
yBuffer.put(data, 0, LENGTH);
yBuffer.position(0);
uBuffer.put(data, LENGTH, LENGTH/2);
uBuffer.position(0);
}
}
並將f_convert.glsl替換為
#ifdef GL_ES
precision highp float;
#endif
varying vec2 v_texCoord;
uniform sampler2D y_texture;
uniform sampler2D u_texture;
void main()
{
float r, g, b, y, u, v;
//We had put the Y values of each pixel to the R,G,B components by
//GL_LUMINANCE, that's why we're pulling it from the R component,
//we could also use G or B
y = texture2D(y_texture, v_texCoord).r;
//We had put the U and V values of each pixel to the A and R,G,B
//components of the texture respectively using GL_LUMINANCE_ALPHA.
//Since U,V bytes are interspread in the texture, this is probably
//the fastest way to use them in the shader
u = texture2D(u_texture, v_texCoord).a - 0.5;
v = texture2D(u_texture, v_texCoord).r - 0.5;
//The numbers are just YUV to RGB conversion constants
r = y + 1.13983*v;
g = y - 0.39465*u - 0.58060*v;
b = y + 2.03211*u;
gl_FragColor = vec4(r,g,b,1.0);
}
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.