使用OpenGLES 在 android 上显示摄像头滤镜效果

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  突然发现 下午无事可干了,心里慌得狠,总想找点事儿事情做。初学android,也是初学OpenGLES,想起自己的许多经验都是这个平台给予的,今天在这里也分享下一段自己整合的代码,如何使用OpenglES在android显示摄像头的滤镜效果,先贴出一篇前辈的帖子,主要用到了在Shader上yuv转RGB的显示。http://blog.csdn.net/eastlhu/article/details/9382431


前提

 使用工具: android studio,android版本4.0,opengles2.0


思路:

使用opengles 绘制摄像头数据,并使用滤镜处理了摄像头的效果,GPU的绘制,减少cpu的占用


效果预览



前半部为摄像头采集数据,后半段为opengles 加香槟特效滤镜 绘制的数据


一、获取摄像头数据

 通过调用android提供的Camera类,可以打开摄像头,并通过SurfaceView显示数据。在Camera类中,有一个

PreviewCallback 接口,用于接收Camera采集的yuv数据(手机采集的格式一般为yuv420sp),我自己写了一个摄像头采集的类,大致框架如下:

<pre name="code" class="java">// 摄像头数据采集及图层绘制public class CameraView extends SurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback{    // 源视频帧宽/高    private int srcFrameWidth  = 640;    private int srcFrameHeight = 480;    // 数据采集    private int curCameraIndex = 1;    private Camera camera = null;    // 视频帧共享存储回调接口    private SurfaceHolder surfaceHolder;    public CameraView(Context context)    {        super(context);        if (Camera.getNumberOfCameras() > 1)        {            curCameraIndex = 1;        }        else        {            curCameraIndex = 0;        }        surfaceHolder = getHolder();        surfaceHolder.addCallback(this);        surfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);    }    @Override    public void surfaceCreated(SurfaceHolder sh)    {        stopCamera();        startCamera(curCameraIndex);    }    @Override    public void surfaceChanged(SurfaceHolder sh, int format, int width, int height)    {    }    @Override    public void surfaceDestroyed(SurfaceHolder sh)    {        stopCamera();    }    // 根据索引初始化摄像头    public void initCamera(int cameraIndex)    {        // 初始化并打开摄像头        if (camera == null)        {            try            {                camera = Camera.open(cameraIndex);            }            catch (Exception e)            {                return;            }            Camera.Parameters params = camera.getParameters();            if (params.getSupportedFocusModes().contains(Camera.Parameters.FOCUS_MODE_CONTINUOUS_PICTURE))            {                // 自动对焦                params.setFocusMode(Camera.Parameters.FOCUS_MODE_CONTINUOUS_PICTURE);            }            try            {                params.setPreviewFormat(ImageFormat.NV21);                params.setPreviewSize(srcFrameWidth, srcFrameHeight);                camera.setParameters(params);                params = camera.getParameters();                params.setPreviewFpsRange(15*1000, 30*1000);                camera.setParameters(params);            }            catch (Exception e)            {            }            try            {                camera.setPreviewDisplay(surfaceHolder);            }            catch(Exception ex)            {                ex.printStackTrace();            }            camera.startPreview();            camera.setPreviewCallback(this);            camera.setDisplayOrientation(180);        }    }    // 打开摄像头    private void startCamera(int cameraIndex)    {        initCamera(cameraIndex);    }    // 停止并释放摄像头    public void stopCamera()    {        if (camera != null)        {            camera.setPreviewCallback(null);            camera.stopPreview();            camera.release();            camera = null;        }    }    // 获取摄像头视频数据    @Override    public void onPreviewFrame(byte[] data, Camera camera)    {        synchronized (this)        {        }    }  }


二、Opengl绘制

 在android开发中,摄像头数据的显示使用SurfaceView来完成任务,主要的绘制过程由底层API完成,opengles的绘制在SurfaceView做不了什么文章,那么,opengles绘制的数据,需要在哪里显示呢? 如果不嫌麻烦,可以使用 view里的 Canvas(画布)将数据画出来。不过,android为我们专门提供了一个GLSurFaceView的类来更好的显示opengl绘制的数据,在GLSurFaceView中有一个Rederer渲染接口,主要绘制就在这个接口里操作。这个接口有三个方法需要实现,如下

<span style="font-size:18px;">  public class MyGL20Renderer implements GLSurfaceView.Renderer    {        @Override        public void onSurfaceCreated(GL10 unused, EGLConfig config)        {                   }        @Override        public void onDrawFrame(GL10 unused)        {                }        @Override        public void onSurfaceChanged(GL10 unused, int width, int height)        {                  }</span>
<span style="font-size:18px;">  }</span>

<span style="font-size:18px;"></span>
三个方法一目了然,OnSurfaceCreate 用于初始化操作,例如为Opengl设置背景颜色,开启纹理绘制等;OnDrawFrame 用于具体的绘制操作;OnsurfaceChanged 在尺寸发生变化时调用的方法


在开始调用opengles绘制前,需要做的一些准备工作

1、判断手机是否支持opengles绘制,在androidManifest.xml中加入如下

<uses-feature android:glEsVersion="0x00020000" android:required="true" />

2、调用如下启动Opengles2.0的绘制;设置Renderer并设置绘制模式

setEGLContextClientVersion(2);//设置Renderer到GLSurfaceViewsetRenderer(new MyGL20Renderer());// 只有在绘制数据改变时才绘制viewsetRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);


三、具体绘制细节(进入代码环节)

 关于MainActivity如下

public class MainActivity extends Activity{    private CameraGLSurfaceView mGLView = null;    private DrawYUVView mDrawView = null;    private CameraView cameraView = null;    private RelativeLayout previewLayout = null,GLpreviewLayout = null,DrawpreviewLayout;    @Override    protected void onCreate(Bundle savedInstanceState)    {        super.onCreate(savedInstanceState);            getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);        setContentView(R.layout.activity_main);        RelativeLayout.LayoutParams layoutParams = null;        //GL绘制窗口        GLpreviewLayout = (RelativeLayout)findViewById(R.id.GLpreviewLayout);        layoutParams = new RelativeLayout.LayoutParams(640,480);        mGLView = new CameraGLSurfaceView(this);        GLpreviewLayout.addView(mGLView, layoutParams);        //视频窗口        previewLayout = (RelativeLayout)findViewById(R.id.previewLayout);        layoutParams = new RelativeLayout.LayoutParams(640,480 );        cameraView = new CameraView(this);        cameraView.setSaveFrameCallback(mGLView);        previewLayout.addView(cameraView, layoutParams);    }}

CameraGLSurfaceView 是我编写的一个类,继承自GLSurfaceView,所有opengles绘制操作,将在这个类里面完成。该类还继承了一个SaveFrameCallback接口,以回调函数的方式接收camera发送过来的数据,调用代码中的cameraView.SetSaveFrameCallback(mGLView)函数设置此回调函数


CameraGLSurfaceView 

public class CameraGLSurfaceView extends GLSurfaceView implements CameraView.SaveFrameCallback{    // 源视频帧宽/高    private int srcFrameWidth  = 640;    private int srcFrameHeight = 480;    private int viewWidth = 0, viewHeight = 0;    private int frameWidth = 640, frameHeight = 480;    private ByteBuffer yBuf = null, uBuf = null, vBuf = null;    private  int yuvFrameSize = 640*480;    // 纹理id    private int[] Ytexture = new int[1];    private int[] Utexture = new int[1];    private int[] Vtexture = new int[1];    private int[] Mtexture = new int[1];    private int aPositionMain = 0, aTexCoordMain = 0,  uYTextureMain = 0, uUTextureMain = 0, uVTextureMain = 0,uMTextureMain = 0;    private int programHandleMain = 0;    private static final int FLOAT_SIZE_BYTES = 4;    private FloatBuffer squareVertices = null;    private FloatBuffer coordVertices = null;    private boolean mbpaly = false;    public CameraGLSurfaceView(Context context)    {        super(context);        setEGLContextClientVersion(2);        //设置Renderer到GLSurfaceView        setRenderer(new MyGL20Renderer());        // 只有在绘制数据改变时才绘制view        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);        int qtrFrameSize = yuvFrameSize >> 2;        yBuf = ByteBuffer.allocateDirect(yuvFrameSize);        yBuf.order(ByteOrder.nativeOrder()).position(0);        uBuf = ByteBuffer.allocateDirect(qtrFrameSize);        uBuf.order(ByteOrder.nativeOrder()).position(0);        vBuf = ByteBuffer.allocateDirect(qtrFrameSize);        vBuf.order(ByteOrder.nativeOrder()).position(0);        // 顶点坐标        squareVertices = ByteBuffer.allocateDirect(util.squareVertices.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();        squareVertices.put(util.squareVertices).position(0);        //纹理坐标        coordVertices = ByteBuffer.allocateDirect(util.coordVertices.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();        coordVertices.put(util.coordVertices).position(0);    }    public class MyGL20Renderer implements GLSurfaceView.Renderer    {        public void onSurfaceCreated(GL10 unused, EGLConfig config)        {            mbpaly = false;            //设置背景的颜色            GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);            //启动纹理            GLES20.glEnable(GLES20.GL_TEXTURE_2D);            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);            GLES20.glActiveTexture(GLES20.GL_TEXTURE2);            GLES20.glActiveTexture(GLES20.GL_TEXTURE3);            changeFilterShader(0);            //创建yuv纹理            createTexture(frameWidth, frameHeight, GLES20.GL_LUMINANCE, Ytexture);            createTexture(frameWidth>>1, frameHeight>>1, GLES20.GL_LUMINANCE, Utexture);            createTexture(frameWidth >> 1, frameHeight >> 1, GLES20.GL_LUMINANCE, Vtexture);            createTexture(frameWidth, frameHeight, GLES20.GL_RGBA, Mtexture);            mbpaly = true;        }        private void changeFilterShader( int filterId )        {            programHandleMain = util.createShaderProgram();            if ( programHandleMain != -1 )            {                // 获取VertexShader变量                aPositionMain = getShaderHandle(programHandleMain, "vPosition");                aTexCoordMain = getShaderHandle(programHandleMain, "a_texCoord");                // 获取FrameShader变量                uYTextureMain = getShaderHandle(programHandleMain, "SamplerY");                uUTextureMain = getShaderHandle(programHandleMain, "SamplerU");                uVTextureMain = getShaderHandle(programHandleMain, "SamplerV");                uMTextureMain = getShaderHandle(programHandleMain, "SamplerM");                // 使用滤镜着色器程序                GLES20.glUseProgram(programHandleMain);                //给变量赋值                GLES20.glUniform1i(uYTextureMain, 0);                GLES20.glUniform1i(uUTextureMain, 1);                GLES20.glUniform1i(uVTextureMain, 2);                GLES20.glUniform1i(uMTextureMain, 3);                GLES20.glEnableVertexAttribArray(aPositionMain);                GLES20.glEnableVertexAttribArray(aTexCoordMain);                // 设置Vertex Shader数据                squareVertices.position(0);                GLES20.glVertexAttribPointer(aPositionMain, 2, GLES20.GL_FLOAT, false, 0, squareVertices);                coordVertices.position(0);                GLES20.glVertexAttribPointer(aTexCoordMain, 2, GLES20.GL_FLOAT, false, 0, coordVertices);            }        }        // 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]);            //设置纹理属性            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);            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);        }        public void onDrawFrame(GL10 unused)        {            // 重绘背景色            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);            if ( yBuf != null )            {                //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);                //mark图层                GLES20.glActiveTexture(GLES20.GL_TEXTURE3);                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, Mtexture[0]);                GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, frameWidth, frameHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);            }            //绘制            GLES20.glViewport(0, 0, viewWidth, viewHeight);            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);        }        public void onSurfaceChanged(GL10 unused, int width, int height)        {            viewWidth  = width;            viewHeight = height;            GLES20.glViewport(0, 0, viewWidth, viewHeight);        }    }    public void onSaveFrames(byte[] data, int length)    {        if (  length != 0 && mbpaly )        {            yBuf.clear();            uBuf.clear();            vBuf.clear();           rotateYUV(data, srcFrameWidth, srcFrameHeight);            requestRender();        }    }    public  int  getShaderHandle(int programHandle,String name)    {        int handle = GLES20.glGetAttribLocation(programHandle, name);        if (handle == -1)        {            handle = GLES20.glGetUniformLocation(programHandle, name);        }        return handle;    }    public void rotateYUV(byte[] src,int width,int height)    {        byte [] yArray = new  byte[yBuf.limit()];        byte [] uArray = new  byte[uBuf.limit()];        byte [] vArray = new  byte[vBuf.limit()];        int nFrameSize = width * height;        int k          = 0;        int uvCount    = nFrameSize>>1;        //取分量y值        for(int i = 0;i < height*width;i++ )        {            yArray[ k ] = src[ i ];            k++;        }        k = 0;        //取分量uv值        for( int i = 0;i < uvCount ;i+=2 )        {            vArray[ k ] = src[ nFrameSize +  i ]; //v            uArray[ k ] = src[ nFrameSize +  i + 1 ];//u            k++;        }        yBuf.put(yArray).position(0);        uBuf.put(uArray).position(0);        vBuf.put(vArray).position(0);    }}

1、onSurfaceCreated

此函数只要操作为初始化一些opengles的工作,如,调用changeFilterShader 中, 创建VertexShader和FrameShader,获取相应的变量进行初始化赋值,并创建 yuv以及mark图层的纹理

2、rotateYUV()

此函数用户提取yuv的分量,如果有用户显示颜色值不对,将 取分量uv值 的循环体内,将uv位置调换试试;调用requestRender 绘制


VertexShader和FrameShader 代码

   public static String  VERTEX_SHADER =        "attribute vec4 vPosition;    \n"+        "attribute vec2 a_texCoord;   \n"+        "varying vec2 tc;             \n"+        "void main()                  \n"+        "{                            \n"+        "   gl_Position = vPosition;  \n"+        "   tc = a_texCoord;          \n"+        "}                            \n";
public static String FRAG_SHADER =    "varying lowp vec2 tc;      \n"+    "uniform sampler2D SamplerY;\n"+    "uniform sampler2D SamplerU;\n"+    "uniform sampler2D SamplerV;\n"+    "void main(void)            \n"+    "{                          \n"+    "mediump vec3 yuv;          \n"+    "lowp vec3 rgb;             \n"+    "yuv.x = texture2D(SamplerY, tc).r;     \n"+    "yuv.y = texture2D(SamplerU, tc).r - 0.5;\n"+    "yuv.z = texture2D(SamplerV, tc).r - 0.5;\n"+    "rgb = mat3( 1,1,1,0,-0.39465,2.03211,1.13983,-0.58060,0) * yuv;\n"+    "gl_FragColor = vec4(rgb, 1);\n"+    "}                          \n";


基本上主要的绘制工作以及做完了,现在附上我的这个demo,由于本人csdn分数不是很多,所以下载需要点积分。


http://download.csdn.net/detail/chylove5/9240905



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