android 视频播放滤镜,用openGL ES+MediaPlayer 渲染播放视频+滤镜效果
之前曾經寫過用SurfaceView,TextureView+MediaPlayer 播放視頻,和 ffmpeg avi解碼后SurfaceView播放視頻,今天再給大家來一篇openGL ES+MediaPlayer來播放視頻。。。。當年也曾呆過camera開發組近一年時間,可惜那時候沒寫博客的意識,沒能給自己給大家留下多少干貨分享。。。
上個效果圖吧:
這里寫圖片描述
用openGL著色器實現黑白(灰度圖)效果。
即 0.299,0.587,0.114 CRT中轉灰度的模型
這里寫圖片描述
下面看具體實現的邏輯:
如果你曾用openGL實現過貼圖,那么就容易理解多了。和圖片不同的是,視頻需要不斷地刷新,每當有新的一幀來時,我們都應該更新紋理,然后重新繪制。用openGL播放視頻就是把視頻貼到屏幕上。
對openGL不熟的同學先看這里:學openGL必知道的圖形學知識
1.先寫頂點著色器和片段著色器(我的習慣是這樣,你也可以后邊根據需要再寫這個)
頂點著色器:
attribute vec4 aPosition;//頂點位置
attribute vec4 aTexCoord;//S T 紋理坐標
varying vec2 vTexCoord;
uniform mat4 uMatrix;
uniform mat4 uSTMatrix;
void main() {
vTexCoord = (uSTMatrix * aTexCoord).xy;
gl_Position = uMatrix*aPosition;
}
片段著色器:
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTexCoord;
uniform samplerExternalOES sTexture;
void main() {
gl_FragColor=texture2D(sTexture, vTexCoord);
}
samplerExternalOES代替貼圖片時的sampler2D,作用就是和surfaceTexture配合進行紋理更新和格式轉換
2.MediaPlayer的輸出
在GLVideoRenderer的構造函數中初始化MediaPlayer:
mediaPlayer=new MediaPlayer();
try{
mediaPlayer.setDataSource(context, Uri.parse(videoPath));
}catch (IOException e){
e.printStackTrace();
}
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.setLooping(true);
mediaPlayer.setOnVideoSizeChangedListener(this);
onSurfaceCreated函數中使用SurfaceTexture來設置MediaPlayer的輸出
我們要用SurfaceTexture 創建一個Surface,然后將這個Surface作為MediaPlayer的輸出表面。
SurfaceTexture的主要作用就是,從視頻流和相機數據流獲取新一幀的數據,獲取新數據調用的方法是updateTexImage。
需要注意的是MediaPlayer的輸出往往不是RGB格式(一般是YUV),而GLSurfaceView需要RGB格式才能正常顯示。
所以我們先在onSurfaceCreated中將生成紋理的代碼改成這樣:
textureId = textures[0];
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
ShaderUtils.checkGlError("ws-------glBindTexture mTextureID");
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES11Ext.GL_TEXTURE_EXTERNAL_OES的用處是什么?
之前提到視頻解碼的輸出格式是YUV的(YUV420sp,應該是),那么這個擴展紋理的作用就是實現YUV格式到RGB的自動轉化,我們就不需要再為此寫YUV轉RGB的代碼了
然后在onSurfaceCreated的最后加上如下代碼:
surfaceTexture = new SurfaceTexture(textureId);
surfaceTexture.setOnFrameAvailableListener(this);//監聽是否有新的一幀數據到來
Surface surface = new Surface(surfaceTexture);
mediaPlayer.setSurface(surface);
surface.release();
if (!playerPrepared){
try {
mediaPlayer.prepare();
playerPrepared=true;
} catch (IOException t) {
Log.e(TAG, "media player prepare failed");
}
mediaPlayer.start();
playerPrepared=true;
}
用SurfaceTexture 創建一個Surface,然后將這個Surface作為MediaPlayer的輸出表面.
在onDrawFrame中
synchronized (this){
if (updateSurface){
surfaceTexture.updateTexImage();//獲取新數據
surfaceTexture.getTransformMatrix(mSTMatrix);//讓新的紋理和紋理坐標系能夠正確的對應,mSTMatrix的定義是和projectionMatrix完全一樣的。
updateSurface = false;
}
}
在有新數據時,用updateTexImage來更新紋理,這個getTransformMatrix的目的,是讓新的紋理和紋理坐標系能夠正確的對應,mSTMatrix的定義是和projectionMatrix完全一樣的。
private final float[] vertexData = {
1f,-1f,0f,
-1f,-1f,0f,
1f,1f,0f,
-1f,1f,0f
};
private final float[] textureVertexData = {
1f,0f,
0f,0f,
1f,1f,
0f,1f
};
vertexData 代表要繪制的視口坐標。textureVertexData 代表視頻紋理,與屏幕坐標對應
然后我們讀取坐標,在此自己我們先與著色器映射。
在onSurfaceCreated映射
aPositionLocation= GLES20.glGetAttribLocation(programId,"aPosition");
uMatrixLocation=GLES20.glGetUniformLocation(programId,"uMatrix");
uSTMMatrixHandle = GLES20.glGetUniformLocation(programId, "uSTMatrix");
uTextureSamplerLocation=GLES20.glGetUniformLocation(programId,"sTexture");
aTextureCoordLocation=GLES20.glGetAttribLocation(programId,"aTexCoord");
onDrawFrame中讀取:
GLES20.glUseProgram(programId);
GLES20.glUniformMatrix4fv(uMatrixLocation,1,false,projectionMatrix,0);
GLES20.glUniformMatrix4fv(uSTMMatrixHandle, 1, false, mSTMatrix, 0);
vertexBuffer.position(0);
GLES20.glEnableVertexAttribArray(aPositionLocation);
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false,
12, vertexBuffer);
textureVertexBuffer.position(0);
GLES20.glEnableVertexAttribArray(aTextureCoordLocation);
GLES20.glVertexAttribPointer(aTextureCoordLocation,2,GLES20.GL_FLOAT,false,8,textureVertexBuffer);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,textureId);
GLES20.glUniform1i(uTextureSamplerLocation,0);
GLES20.glViewport(0,0,screenWidth,screenHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLVideoRenderer 全部代碼如下:
package com.ws.openglvideoplayer;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.media.AudioManager;
import android.media.MediaPlayer;
import android.net.Uri;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import android.view.Surface;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* Created by Shuo.Wang on 2017/3/19.
*/
public class GLVideoRenderer implements GLSurfaceView.Renderer
, SurfaceTexture.OnFrameAvailableListener, MediaPlayer.OnVideoSizeChangedListener {
private static final String TAG = "GLRenderer";
private Context context;
private int aPositionLocation;
private int programId;
private FloatBuffer vertexBuffer;
private final float[] vertexData = {
1f,-1f,0f,
-1f,-1f,0f,
1f,1f,0f,
-1f,1f,0f
};
private final float[] projectionMatrix=new float[16];
private int uMatrixLocation;
private final float[] textureVertexData = {
1f,0f,
0f,0f,
1f,1f,
0f,1f
};
private FloatBuffer textureVertexBuffer;
private int uTextureSamplerLocation;
private int aTextureCoordLocation;
private int textureId;
private SurfaceTexture surfaceTexture;
private MediaPlayer mediaPlayer;
private float[] mSTMatrix = new float[16];
private int uSTMMatrixHandle;
private boolean updateSurface;
private boolean playerPrepared;
private int screenWidth,screenHeight;
public GLVideoRenderer(Context context,String videoPath) {
this.context = context;
playerPrepared=false;
synchronized(this) {
updateSurface = false;
}
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
textureVertexBuffer = ByteBuffer.allocateDirect(textureVertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(textureVertexData);
textureVertexBuffer.position(0);
mediaPlayer=new MediaPlayer();
try{
mediaPlayer.setDataSource(context, Uri.parse(videoPath));
}catch (IOException e){
e.printStackTrace();
}
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.setLooping(true);
mediaPlayer.setOnVideoSizeChangedListener(this);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
String vertexShader = ShaderUtils.readRawTextFile(context, R.raw.simple_vertex_shader);
String fragmentShader= ShaderUtils.readRawTextFile(context, R.raw.simple_fragment_shader);
programId=ShaderUtils.createProgram(vertexShader,fragmentShader);
aPositionLocation= GLES20.glGetAttribLocation(programId,"aPosition");
uMatrixLocation=GLES20.glGetUniformLocation(programId,"uMatrix");
uSTMMatrixHandle = GLES20.glGetUniformLocation(programId, "uSTMatrix");
uTextureSamplerLocation=GLES20.glGetUniformLocation(programId,"sTexture");
aTextureCoordLocation=GLES20.glGetAttribLocation(programId,"aTexCoord");
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
textureId = textures[0];
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
ShaderUtils.checkGlError("glBindTexture mTextureID");
/*GLES11Ext.GL_TEXTURE_EXTERNAL_OES的用處?
之前提到視頻解碼的輸出格式是YUV的(YUV420p,應該是),那么這個擴展紋理的作用就是實現YUV格式到RGB的自動轉化,
我們就不需要再為此寫YUV轉RGB的代碼了*/
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
surfaceTexture = new SurfaceTexture(textureId);
surfaceTexture.setOnFrameAvailableListener(this);//監聽是否有新的一幀數據到來
Surface surface = new Surface(surfaceTexture);
mediaPlayer.setSurface(surface);
surface.release();
if (!playerPrepared){
try {
mediaPlayer.prepare();
playerPrepared=true;
} catch (IOException t) {
Log.e(TAG, "media player prepare failed");
}
mediaPlayer.start();
playerPrepared=true;
}
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
Log.d(TAG, "onSurfaceChanged: "+width+" "+height);
screenWidth=width; screenHeight=height;
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
synchronized (this){
if (updateSurface){
surfaceTexture.updateTexImage();//獲取新數據
surfaceTexture.getTransformMatrix(mSTMatrix);//讓新的紋理和紋理坐標系能夠正確的對應,mSTMatrix的定義是和projectionMatrix完全一樣的。
updateSurface = false;
}
}
GLES20.glUseProgram(programId);
GLES20.glUniformMatrix4fv(uMatrixLocation,1,false,projectionMatrix,0);
GLES20.glUniformMatrix4fv(uSTMMatrixHandle, 1, false, mSTMatrix, 0);
vertexBuffer.position(0);
GLES20.glEnableVertexAttribArray(aPositionLocation);
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false,
12, vertexBuffer);
textureVertexBuffer.position(0);
GLES20.glEnableVertexAttribArray(aTextureCoordLocation);
GLES20.glVertexAttribPointer(aTextureCoordLocation,2,GLES20.GL_FLOAT,false,8,textureVertexBuffer);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,textureId);
GLES20.glUniform1i(uTextureSamplerLocation,0);
GLES20.glViewport(0,0,screenWidth,screenHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
@Override
synchronized public void onFrameAvailable(SurfaceTexture surface) {
updateSurface = true;
}
@Override
public void onVideoSizeChanged(MediaPlayer mp, int width, int height) {
Log.d(TAG, "onVideoSizeChanged: "+width+" "+height);
updateProjection(width,height);
}
private void updateProjection(int videoWidth, int videoHeight){
float screenRatio=(float)screenWidth/screenHeight;
float videoRatio=(float)videoWidth/videoHeight;
if (videoRatio>screenRatio){
Matrix.orthoM(projectionMatrix,0,-1f,1f,-videoRatio/screenRatio,videoRatio/screenRatio,-1f,1f);
}else Matrix.orthoM(projectionMatrix,0,-screenRatio/videoRatio,screenRatio/videoRatio,-1f,1f,-1f,1f);
}
public MediaPlayer getMediaPlayer() {
return mediaPlayer;
}
}
要實現上圖中的濾鏡視頻效果,只需用0.299,0.587,0.114 CRT中轉灰度的模型算法。(自己可以網上搜尋更多效果,這里只是拋磚引玉)
更改片段著色器即可:
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTexCoord;
uniform samplerExternalOES sTexture;
void main() {
//gl_FragColor=texture2D(sTexture, vTexCoord);
vec3 centralColor = texture2D(sTexture, vTexCoord).rgb;
gl_FragColor = vec4(0.299*centralColor.r+0.587*centralColor.g+0.114*centralColor.b);
}
這里寫圖片描述
到此結束,我們已經實現了openGL ES+MediaPlayer 渲染播放視頻+濾鏡效果。后期將講述全景視頻原理及實現過程,敬請關注~
總結
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