GLSurfaceView渲染灰度图数据


public class CameraGLSurfaceFragment extends Fragment {

    private final BaseCamera mCamera;

    private final byte[] grayData; // 这里应该是你的灰度图像数据
    private final int width;
    private final int height;

    private final int[] textureId_yuv = new int[1];
    private ByteBuffer y;

    private int sampler_y;

    private int program_yuv;

    private final FloatBuffer vertexBuffer;
    private final FloatBuffer textureBuffer;

    private int avPosition_yuv;
    private int afPosition_yuv;

    private static final String VERTEX_SHADER =
            "attribute vec4 av_Position;\n" +
            "attribute vec2 af_Position;\n" +
            "varying vec2 v_texCord;\n" +
            "void main() {\n" +
                "gl_Position = av_Position;\n" +
                "v_texCord = af_Position;\n" +
            "}\n";

    private static final String FRAGMENT_SHADER =
            "precision mediump float;\n" +
            "uniform sampler2D sampler_y;\n" +
            "varying vec2 v_texCord;\n" +
            "void main() {\n" +
                "gl_FragColor = texture2D(sampler_y, v_texCord);\n" +
            "}\n";

    ScheduledFuture<?> scheduledFuture;
    ScheduledExecutorService executor = Executors.newSingleThreadScheduledExecutor();

    public CameraGLSurfaceFragment(BaseCamera camera) {
        mCamera = camera;
        width = camera.getWidth();
        height = camera.getHeight();

        grayData = new byte[width * height];

        //顶点坐标
        float[] vertexData = {
                -1f, -1f,
                1f, -1f,
                -1f, 1f,
                1f, 1f
        };
        vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertexData);
        vertexBuffer.position(0);

        //纹理坐标
        float[] textureData = {
                0f, 1f,
                1f, 1f,
                0f, 0f,
                1f, 0f
        };
        textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(textureData);
        textureBuffer.position(0);
    }

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        mCamera.open();
    }

    @Override
    public void onDestroy() {
        super.onDestroy();
        mCamera.close();
        if (scheduledFuture != null) scheduledFuture.cancel(false);
    }

    @Override
    public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
        return inflater.inflate(R.layout.fragment_camera_gl_surface, container, false);
    }

    @Override
    public void onViewCreated(@NonNull View view, @Nullable Bundle savedInstanceState) {
        super.onViewCreated(view, savedInstanceState);

        GLSurfaceView glSurfaceView = view.findViewById(R.id.preview_gl);
        glSurfaceView.setEGLContextClientVersion(2);
        glSurfaceView.setRenderer(new GLSurfaceView.Renderer() {
            @Override
            public void onSurfaceCreated(GL10 gl, EGLConfig config) {

                //创建一个渲染程序
                program_yuv = createProgram();

                //得到着色器中的属性
                avPosition_yuv = GLES20.glGetAttribLocation(program_yuv, "av_Position");
                afPosition_yuv = GLES20.glGetAttribLocation(program_yuv, "af_Position");

                sampler_y = GLES20.glGetUniformLocation(program_yuv, "sampler_y");

                //创建纹理
                GLES20.glGenTextures(1, textureId_yuv, 0);

                //绑定纹理
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[0]);

                //设置环绕和过滤方式
                GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
                GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
                GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
                GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            }

            @Override
            public void onSurfaceChanged(GL10 gl, int width, int height) {
                // 设置视口大小
                GLES20.glViewport(0, 0, width, height);
            }

            @Override
            public void onDrawFrame(GL10 gl) {
                //
                //Arrays.fill(grayData, (byte) ((Math.random() * 255 % 255) - 128));
                mCamera.getData(grayData);
                //Log.d("GLSurface", "onDrawFrame " + mCamera.getFrameIndex());

                // 加载灰度图像数据到纹理中
                y = ByteBuffer.allocateDirect(grayData.length);
                y.put(grayData);
                y.position(0);

                // 清除屏幕
                GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

                GLES20.glUseProgram(program_yuv);

                GLES20.glEnableVertexAttribArray(avPosition_yuv);//使顶点属性数组有效
                GLES20.glVertexAttribPointer(avPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);//为顶点属性赋值

                GLES20.glEnableVertexAttribArray(afPosition_yuv);
                GLES20.glVertexAttribPointer(afPosition_yuv, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);

                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId_yuv[0]);
                GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);//

                GLES20.glUniform1i(sampler_y, 0);

                // 绘制几何体(例如一个矩形覆盖整个屏幕)
                GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

            }
        });
        glSurfaceView.setRenderMode(RENDERMODE_WHEN_DIRTY);

        scheduledFuture = executor.scheduleAtFixedRate(glSurfaceView::requestRender, 300, 50, TimeUnit.MILLISECONDS);
    }


    private int createProgram() {
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
        return linkProgram(vertexShader, fragmentShader);
    }

    private static int loadShader(int type, String shaderSource) {
        int shader = glCreateShader(type);
        glShaderSource(shader, shaderSource);
        glCompileShader(shader);
        return shader;
    }

    private static int linkProgram(int verShader, int fragShader) {
        int program = glCreateProgram();

        glAttachShader(program, verShader);
        glAttachShader(program, fragShader);

        // 创建OpenGL ES程序可执行文件
        glLinkProgram(program);

        //告诉OpenGL ES使用此program
        glUseProgram(program);

        return program;
    }

}

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