Anroid camera + mediacodec

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具体代码参考:https://github.com/google/grafika/tree/master/src/com/android/grafika

主要流程:

1、生成一个oes textrure

2、通过上面生成的oes  texture,new一个surfacetexture,设置回调surfacetexture.setOnFrameAvailableListener(CB);

3、将surfacetexture设置给 camera,开始采集

4、camera数据有更新会通过第二步会调通知

5、有数据回调是通过第一步的texture绘制

6、如果需要编码,则创建编码器,注意format

format.setInteger(MediaFormat.KEY_COLOR_FORMAT,                MediaCodecInfo.CodecCapabilities.COLOR_FormatSurface);

7、得到编码器的surface

mInputSurface = mEncoder.createInputSurface();

8、在7步的surface上建立EGL环境

9、camera画面更新时,通过OpenGL es2.0绘制一下,绘制代码如下:画完编码。

package com.android.grafika.gles;import android.opengl.GLES11Ext;import android.opengl.GLES20;import android.util.Log;import java.nio.FloatBuffer;/** * GL program and supporting functions for textured 2D shapes. */public class Texture2dProgram {    private static final String TAG = GlUtil.TAG;    public enum ProgramType {        TEXTURE_2D, TEXTURE_EXT, TEXTURE_EXT_BW, TEXTURE_EXT_FILT    }    // Simple vertex shader, used for all programs.    private static final String VERTEX_SHADER =            "uniform mat4 uMVPMatrix;\n" +            "uniform mat4 uTexMatrix;\n" +            "attribute vec4 aPosition;\n" +            "attribute vec4 aTextureCoord;\n" +            "varying vec2 vTextureCoord;\n" +            "void main() {\n" +            "    gl_Position = uMVPMatrix * aPosition;\n" +            "    vTextureCoord = (uTexMatrix * aTextureCoord).xy;\n" +            "}\n";    // Simple fragment shader for use with "normal" 2D textures.    private static final String FRAGMENT_SHADER_2D =            "precision mediump float;\n" +            "varying vec2 vTextureCoord;\n" +            "uniform sampler2D sTexture;\n" +            "void main() {\n" +            "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +            "}\n";    // Simple fragment shader for use with external 2D textures (e.g. what we get from    // SurfaceTexture).    private static final String FRAGMENT_SHADER_EXT =            "#extension GL_OES_EGL_image_external : require\n" +            "precision mediump float;\n" +            "varying vec2 vTextureCoord;\n" +            "uniform samplerExternalOES sTexture;\n" +            "void main() {\n" +            "    gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +            "}\n";    // Fragment shader that converts color to black & white with a simple transformation.    private static final String FRAGMENT_SHADER_EXT_BW =            "#extension GL_OES_EGL_image_external : require\n" +            "precision mediump float;\n" +            "varying vec2 vTextureCoord;\n" +            "uniform samplerExternalOES sTexture;\n" +            "void main() {\n" +            "    vec4 tc = texture2D(sTexture, vTextureCoord);\n" +            "    float color = tc.r * 0.3 + tc.g * 0.59 + tc.b * 0.11;\n" +            "    gl_FragColor = vec4(color, color, color, 1.0);\n" +            "}\n";    // Fragment shader with a convolution filter.  The upper-left half will be drawn normally,    // the lower-right half will have the filter applied, and a thin red line will be drawn    // at the border.    //    // This is not optimized for performance.  Some things that might make this faster:    // - Remove the conditionals.  They're used to present a half & half view with a red    //   stripe across the middle, but that's only useful for a demo.    // - Unroll the loop.  Ideally the compiler does this for you when it's beneficial.    // - Bake the filter kernel into the shader, instead of passing it through a uniform    //   array.  That, combined with loop unrolling, should reduce memory accesses.    public static final int KERNEL_SIZE = 9;    private static final String FRAGMENT_SHADER_EXT_FILT =            "#extension GL_OES_EGL_image_external : require\n" +            "#define KERNEL_SIZE " + KERNEL_SIZE + "\n" +            "precision highp float;\n" +            "varying vec2 vTextureCoord;\n" +            "uniform samplerExternalOES sTexture;\n" +            "uniform float uKernel[KERNEL_SIZE];\n" +            "uniform vec2 uTexOffset[KERNEL_SIZE];\n" +            "uniform float uColorAdjust;\n" +            "void main() {\n" +            "    int i = 0;\n" +            "    vec4 sum = vec4(0.0);\n" +            "    if (vTextureCoord.x < vTextureCoord.y - 0.005) {\n" +            "        for (i = 0; i < KERNEL_SIZE; i++) {\n" +            "            vec4 texc = texture2D(sTexture, vTextureCoord + uTexOffset[i]);\n" +            "            sum += texc * uKernel[i];\n" +            "        }\n" +            "    sum += uColorAdjust;\n" +            "    } else if (vTextureCoord.x > vTextureCoord.y + 0.005) {\n" +            "        sum = texture2D(sTexture, vTextureCoord);\n" +            "    } else {\n" +            "        sum.r = 1.0;\n" +            "    }\n" +            "    gl_FragColor = sum;\n" +            "}\n";    private ProgramType mProgramType;    // Handles to the GL program and various components of it.    private int mProgramHandle;    private int muMVPMatrixLoc;    private int muTexMatrixLoc;    private int muKernelLoc;    private int muTexOffsetLoc;    private int muColorAdjustLoc;    private int maPositionLoc;    private int maTextureCoordLoc;    private int mTextureTarget;    private float[] mKernel = new float[KERNEL_SIZE];    private float[] mTexOffset;    private float mColorAdjust;    /**     * Prepares the program in the current EGL context.     */    public Texture2dProgram(ProgramType programType) {        mProgramType = programType;        switch (programType) {            case TEXTURE_2D:                mTextureTarget = GLES20.GL_TEXTURE_2D;                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_2D);                break;            case TEXTURE_EXT:                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT);                break;            case TEXTURE_EXT_BW:                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_BW);                break;            case TEXTURE_EXT_FILT:                mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES;                mProgramHandle = GlUtil.createProgram(VERTEX_SHADER, FRAGMENT_SHADER_EXT_FILT);                break;            default:                throw new RuntimeException("Unhandled type " + programType);        }        if (mProgramHandle == 0) {            throw new RuntimeException("Unable to create program");        }        Log.d(TAG, "Created program " + mProgramHandle + " (" + programType + ")");        // get locations of attributes and uniforms        maPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "aPosition");        GlUtil.checkLocation(maPositionLoc, "aPosition");        maTextureCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "aTextureCoord");        GlUtil.checkLocation(maTextureCoordLoc, "aTextureCoord");        muMVPMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uMVPMatrix");        GlUtil.checkLocation(muMVPMatrixLoc, "uMVPMatrix");        muTexMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexMatrix");        GlUtil.checkLocation(muTexMatrixLoc, "uTexMatrix");        muKernelLoc = GLES20.glGetUniformLocation(mProgramHandle, "uKernel");        if (muKernelLoc < 0) {            // no kernel in this one            muKernelLoc = -1;            muTexOffsetLoc = -1;            muColorAdjustLoc = -1;        } else {            // has kernel, must also have tex offset and color adj            muTexOffsetLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexOffset");            GlUtil.checkLocation(muTexOffsetLoc, "uTexOffset");            muColorAdjustLoc = GLES20.glGetUniformLocation(mProgramHandle, "uColorAdjust");            GlUtil.checkLocation(muColorAdjustLoc, "uColorAdjust");            // initialize default values            setKernel(new float[] {0f, 0f, 0f,  0f, 1f, 0f,  0f, 0f, 0f}, 0f);            setTexSize(256, 256);        }    }    /**     * Releases the program.     * <p>     * The appropriate EGL context must be current (i.e. the one that was used to create     * the program).     */    public void release() {        Log.d(TAG, "deleting program " + mProgramHandle);        GLES20.glDeleteProgram(mProgramHandle);        mProgramHandle = -1;    }    /**     * Returns the program type.     */    public ProgramType getProgramType() {        return mProgramType;    }    /**     * Creates a texture object suitable for use with this program.     * <p>     * On exit, the texture will be bound.     */    public int createTextureObject() {        int[] textures = new int[1];        GLES20.glGenTextures(1, textures, 0);        GlUtil.checkGlError("glGenTextures");        int texId = textures[0];        GLES20.glBindTexture(mTextureTarget, texId);        GlUtil.checkGlError("glBindTexture " + texId);        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);        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,                GLES20.GL_CLAMP_TO_EDGE);        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,                GLES20.GL_CLAMP_TO_EDGE);        GlUtil.checkGlError("glTexParameter");        return texId;    }    /**     * Configures the convolution filter values.     *     * @param values Normalized filter values; must be KERNEL_SIZE elements.     */    public void setKernel(float[] values, float colorAdj) {        if (values.length != KERNEL_SIZE) {            throw new IllegalArgumentException("Kernel size is " + values.length +                    " vs. " + KERNEL_SIZE);        }        System.arraycopy(values, 0, mKernel, 0, KERNEL_SIZE);        mColorAdjust = colorAdj;        //Log.d(TAG, "filt kernel: " + Arrays.toString(mKernel) + ", adj=" + colorAdj);    }    /**     * Sets the size of the texture.  This is used to find adjacent texels when filtering.     */    public void setTexSize(int width, int height) {        float rw = 1.0f / width;        float rh = 1.0f / height;        // Don't need to create a new array here, but it's syntactically convenient.        mTexOffset = new float[] {            -rw, -rh,   0f, -rh,    rw, -rh,            -rw, 0f,    0f, 0f,     rw, 0f,            -rw, rh,    0f, rh,     rw, rh        };        //Log.d(TAG, "filt size: " + width + "x" + height + ": " + Arrays.toString(mTexOffset));    }    /**     * Issues the draw call.  Does the full setup on every call.     *     * @param mvpMatrix The 4x4 projection matrix.     * @param vertexBuffer Buffer with vertex position data.     * @param firstVertex Index of first vertex to use in vertexBuffer.     * @param vertexCount Number of vertices in vertexBuffer.     * @param coordsPerVertex The number of coordinates per vertex (e.g. x,y is 2).     * @param vertexStride Width, in bytes, of the position data for each vertex (often     *        vertexCount * sizeof(float)).     * @param texMatrix A 4x4 transformation matrix for texture coords.  (Primarily intended     *        for use with SurfaceTexture.)     * @param texBuffer Buffer with vertex texture data.     * @param texStride Width, in bytes, of the texture data for each vertex.     */    public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex,            int vertexCount, int coordsPerVertex, int vertexStride,            float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) {        GlUtil.checkGlError("draw start");        // Select the program.        GLES20.glUseProgram(mProgramHandle);        GlUtil.checkGlError("glUseProgram");        // Set the texture.        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);        GLES20.glBindTexture(mTextureTarget, textureId);        // Copy the model / view / projection matrix over.        GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);        GlUtil.checkGlError("glUniformMatrix4fv");        // Copy the texture transformation matrix over.        GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);        GlUtil.checkGlError("glUniformMatrix4fv");        // Enable the "aPosition" vertex attribute.        GLES20.glEnableVertexAttribArray(maPositionLoc);        GlUtil.checkGlError("glEnableVertexAttribArray");        // Connect vertexBuffer to "aPosition".        GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex,            GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);        GlUtil.checkGlError("glVertexAttribPointer");        // Enable the "aTextureCoord" vertex attribute.        GLES20.glEnableVertexAttribArray(maTextureCoordLoc);        GlUtil.checkGlError("glEnableVertexAttribArray");        // Connect texBuffer to "aTextureCoord".        GLES20.glVertexAttribPointer(maTextureCoordLoc, 2,                GLES20.GL_FLOAT, false, texStride, texBuffer);            GlUtil.checkGlError("glVertexAttribPointer");        // Populate the convolution kernel, if present.        if (muKernelLoc >= 0) {            GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0);            GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0);            GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust);        }        // Draw the rect.        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);        GlUtil.checkGlError("glDrawArrays");        // Done -- disable vertex array, texture, and program.        GLES20.glDisableVertexAttribArray(maPositionLoc);        GLES20.glDisableVertexAttribArray(maTextureCoordLoc);        GLES20.glBindTexture(mTextureTarget, 0);        GLES20.glUseProgram(0);    }}

注意:Texture2dProgram 初始化的时候可以设置oes、2D等参数,需要根据自己具体传入什么类型的纹理决定,比如我们传入的是oes,就设置oes.

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