Android使用FFmpeg+Opengles来解码播放视频(二)

上一节已经完成了视频的解码部分,现在来实现视频的渲染。
Demo地址:https://github.com/Huzhuwei1/ffmpegdecoder.git

为什么使用Opengles来做视频渲染?

1.Opengles使用GPU渲染,能分担CPU压力,避免手机发热。
2.支持图片处理。比如图片色调转换、美颜等。
3.并支持三维图像处理,可以实现各种Vr效果。

一、首先我们需要一个GLSurfaceView

public class MyGlSurfaceView extends GLSurfaceView{
private MyGlRender mGlRender;

public MyGlSurfaceView(Context context) {
    this(context, null);
}

public MyGlSurfaceView(Context context, AttributeSet attrs) {
    super(context, attrs);
    mGlRender = new MyGlRender(context);
    //设置egl版本为2.0
    setEGLContextClientVersion(2);
    //设置render
    setRenderer(mGlRender);
    //设置为手动刷新模式
    setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}


public void setFrameData(int w, int h, byte[] y, byte[] u, byte[] v) {
    if(mGlRender != null) {
        mGlRender.setFrameData(w, h, y, u, v);
        requestRender();
    }
}

public void capture() {
    if(mGlRender != null) {
        mGlRender.capture();
        requestRender();
    }
}

public void setOnCaptureListener(MyGlRender.ScreenCaptureListener listener) {
    if(listener != null) {
        mGlRender.setListener(listener);
    }
}
}

Render的绘制模式有两种,自动模式和手动模式。这里我们使用的是手动模式,当有新的数据过来时,会调用setFrameData,从而调用requestRender重新绘制图像。

二、GLSurfaceView里面还需要一个Renderer

public class MyGlRender implements GLSurfaceView.Renderer {
private Context context;
private FloatBuffer vertexBuffer;
private final float[] vertexData = {
        1f, 1f, 0f,
        -1f, 1f, 0f,
        1f, -1f, 0f,
        -1f, -1f, 0f
};

private FloatBuffer textureBuffer;
private final float[] textureVertexData = {
        1f, 0f,
        0f, 0f,
        1f, 1f,
        0f, 1f
};

/**yuv */
private int programId_yuv;
private int aPositionHandle_yuv;
private int aTextureCoordHandle_yuv;
private int sampler_y;
private int sampler_u;
private int sampler_v;
private int[] textureid_yuv;

int w;
int h;

Buffer y;
Buffer u;
Buffer v;

private int programId_stop;
private int aPositionHandle_stop;
private int aTextureCoordHandle_stop;


private boolean isCapture = false;
private int sWidth = 0;
private int sHeight = 0;

public MyGlRender(Context context) {
    this.context = context;

    vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(vertexData);
    vertexBuffer.position(0);

    textureBuffer = ByteBuffer.allocateDirect(textureVertexData.length * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(textureVertexData);
    textureBuffer.position(0);

}

public void setFrameData(int w, int h, byte[] by, byte[] bu, byte[] bv) {
    this.w = w;
    this.h = h;
    this.y = ByteBuffer.wrap(by);
    this.u = ByteBuffer.wrap(bu);
    this.v = ByteBuffer.wrap(bv);

}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    initYuvShader();
    initStop();
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
    sWidth = width;
    sHeight = height;
    GLES20.glViewport(0, 0, width, height);
}


@Override
public void onDrawFrame(GL10 gl) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
    GLES20.glClearColor(0f, 0f, 0f, 1f);
    renderYuv();
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

    if (isCapture) {
        isCapture = false;
        Bitmap bitmap = cutBitmap(0, 0, sWidth, sHeight);
        if (listener != null) {
            listener.onCapture(bitmap);
        }
    }
}

private void initYuvShader() {
    String vertexShader = GlShaderUtils.readRawTextFile(context, R.raw.vertex_base);
    String fragmentShader = GlShaderUtils.readRawTextFile(context, R.raw.fragment_yuv);
    programId_yuv = GlShaderUtils.createProgram(vertexShader, fragmentShader);
    aPositionHandle_yuv = GLES20.glGetAttribLocation(programId_yuv, "av_Position");
    aTextureCoordHandle_yuv = GLES20.glGetAttribLocation(programId_yuv, "af_Position");

    sampler_y = GLES20.glGetUniformLocation(programId_yuv, "sampler_y");
    sampler_u = GLES20.glGetUniformLocation(programId_yuv, "sampler_u");
    sampler_v = GLES20.glGetUniformLocation(programId_yuv, "sampler_v");

    textureid_yuv = new int[3];
    GLES20.glGenTextures(3, textureid_yuv, 0);
    for (int i = 0; i < 3; i++) {
        // 绑定纹理空间
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[i]);
        //设置属性 当显示的纹理比加载的纹理大时 使用纹理坐标中最接近的若干个颜色 通过加权算法获得绘制颜色
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        // 比加载的小
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        // 如果纹理坐标超出范围 0,0-1,1 坐标会被截断在范围内
        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);
    }
}

private void renderYuv() {
    if (w > 0 && h > 0 && y != null && u != null && v != null) {
        GLES20.glUseProgram(programId_yuv);
        GLES20.glEnableVertexAttribArray(aPositionHandle_yuv);
        GLES20.glVertexAttribPointer(aPositionHandle_yuv, 3, GLES20.GL_FLOAT, false,
                12, vertexBuffer);
        textureBuffer.position(0);
        GLES20.glEnableVertexAttribArray(aTextureCoordHandle_yuv);
        GLES20.glVertexAttribPointer(aTextureCoordHandle_yuv, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);

        //使 GL_TEXTURE0 单元 活跃 opengl最多支持16个纹理
        //纹理单元是显卡中所有的可用于在shader中进行纹理采样的显存 数量与显卡类型相关,至少16个
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        //绑定纹理空间 下面的操作就会作用在这个空间中
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[0]);
        //创建一个2d纹理 使用亮度颜色模型并且纹理数据也是亮度颜色模型
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w, h, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
        //绑定采样器与纹理单元
        GLES20.glUniform1i(sampler_y, 0);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[1]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w / 2, h / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE,
                u);
        GLES20.glUniform1i(sampler_u, 1);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid_yuv[2]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w / 2, h / 2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE,
                v);
        GLES20.glUniform1i(sampler_v, 2);
        y.clear();
        u.clear();
        v.clear();
        y = null;
        u = null;
        v = null;
    }
}

private void initStop() {
    String vertexShader = GlShaderUtils.readRawTextFile(context, R.raw.vertex_base);
    String fragmentShader = GlShaderUtils.readRawTextFile(context, R.raw.fragment_no);
    programId_stop = GlShaderUtils.createProgram(vertexShader, fragmentShader);
    aPositionHandle_stop = GLES20.glGetAttribLocation(programId_stop, "av_Position");
    aTextureCoordHandle_stop = GLES20.glGetAttribLocation(programId_stop, "af_Position");
}

private Bitmap cutBitmap(int x, int y, int w, int h) {
    int bitmapBuffer[] = new int[w * h];
    int bitmapSource[] = new int[w * h];
    IntBuffer intBuffer = IntBuffer.wrap(bitmapBuffer);
    intBuffer.position(0);
    try {
        GLES20.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE,
                intBuffer);
        int offset1, offset2;
        for (int i = 0; i < h; i++) {
            offset1 = i * w;
            offset2 = (h - i - 1) * w;
            for (int j = 0; j < w; j++) {
                int texturePixel = bitmapBuffer[offset1 + j];
                int blue = (texturePixel >> 16) & 0xff;
                int red = (texturePixel << 16) & 0x00ff0000;
                int pixel = (texturePixel & 0xff00ff00) | red | blue;
                bitmapSource[offset2 + j] = pixel;
            }
        }
    } catch (GLException e) {
        return null;
    }
    Bitmap bitmap = Bitmap.createBitmap(bitmapSource, w, h, Bitmap.Config.ARGB_8888);
    intBuffer.clear();
    return bitmap;
}

public void capture() {
    isCapture = true;
}

private ScreenCaptureListener listener;

public void setListener(ScreenCaptureListener listener) {
    this.listener = listener;
}

public interface ScreenCaptureListener {

    void onCapture(Bitmap bitmap);
}
}

Renderer主要有三个方法,分别是:onSurfaceCreated、onSurfaceChanged和onDrawFrame
1.onSurfaceCreated:创建Program对象,连接顶点和片元着色器,链接program对象。
2.onSurfaceChanged:设置视图窗口,当视图尺寸变化时候会调用。
3.onDrawFrame:需要绘制时会调用这个方法,这里我们可以使用GLES20.glReadPixels()这个方法来截取一帧图像。

到这里,视频的渲染部分也完成了,我们来看看效果:

gif没有做好,比较模糊,将就的用一下
这里写图片描述

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转载自blog.csdn.net/Memory_of_the_wind/article/details/82218857