Android使用FFmpeg+Opengles来解码播放视频(二)

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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
下载地址

为什么使用Opengles来做视频渲染?

1.opengles是使用GPU将yuv转换为rgb,能减轻CPU的负担。
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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