使用OpenGLES 在 android 上显示摄像头滤镜效果

时间:2021-03-09 06:09:14

  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

使用OpenGLES 在 android 上显示摄像头滤镜效果


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