播放yuv数据

YuvActivity

package com.example.glivepush;

import android.os.Bundle;
import android.os.Environment;
import android.util.Log;
import android.view.View;

import androidx.annotation.Nullable;
import androidx.appcompat.app.AppCompatActivity;

import com.example.glivepush.yuv.GYuvRender;
import com.example.glivepush.yuv.GYuvView;

import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;

public class YuvActivity extends AppCompatActivity {

    private GYuvView gYuvView;
    private FileInputStream fis;

    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_yuv);
        gYuvView = findViewById(R.id.yuvView);
    }

    public void readYuv(View view) {
        new Thread(new Runnable() {
            @Override
            public void run() {
                try {
                    int w = 640;
                    int h = 360;
                    fis = new FileInputStream(new File(Environment.getExternalStorageDirectory()
                            .getAbsolutePath() + "/Music/sintel_640_360.yuv"));
                    //创建y byte
                    byte[] y = new byte[w * h];
                    byte[] u = new byte[w * h / 4];
                    byte[] v = new byte[w * h / 4];

                    while (true) {
                        int ry = fis.read(y);
                        int ru = fis.read(u);
                        int rv = fis.read(v);
                        if (ry > 0 && ru > 0 && rv > 0) {
                            gYuvView.setFrameData(w, h, y, u, v);
                            Thread.sleep(40);
                        } else {
                            Log.d("godv", "完成");
                        }
                    }

                } catch (Exception e) {
                    e.printStackTrace();
                }
            }
        }).start();
    }
}

xml

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical">

    <com.example.glivepush.yuv.GYuvView
        android:id="@+id/yuvView"
        android:layout_width="match_parent"
        android:layout_height="500px" />

    <Button
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:onClick="readYuv"
        android:text="开始播放yuv" />
</LinearLayout>

GYuvView

package com.example.glivepush.yuv;

import android.content.Context;
import android.util.AttributeSet;

import com.example.glivepush.egl.GEGLSurfaceView;

public class GYuvView extends GEGLSurfaceView {
    private GYuvRender gYuvRender;

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

    public GYuvView(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    public GYuvView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        gYuvRender = new GYuvRender(context);
        setRender(gYuvRender);
        //手动
        setRenderMode(GEGLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }

    public void setFrameData(int w, int h, byte[] by, byte[] bu, byte[] bv) {
        if (gYuvRender != null) {
            gYuvRender.setFrameData(w, h, by, bu, bv);
            //手动渲染
            requestRender();
        }
    }
}

GYuvRender

package com.example.glivepush.yuv;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.util.Log;

import com.example.glivepush.R;
import com.example.glivepush.egl.GEGLSurfaceView;
import com.example.glivepush.egl.GShaderUtil;

import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public class GYuvRender implements GEGLSurfaceView.GGLRender {

    private Context context;
    //顶点坐标  主要用来在本地开辟内存
    private float[] vertexData = {
            1f, 1f,
            -1f, 1f,
            1f, -1f,
            -1f, -1f
    };
    //生成的本地内存
    private FloatBuffer vertexBuffer;

    //纹理坐标
    private float[] fragmentData = {
            1f, 0f,
            0f, 0f,
            1f, 1f,
            0f, 1f
    };
    //生成的本地内存
    private FloatBuffer fragmentBuffer;

    private int program;
    private int vPosition;
    private int fPosition;

    private int sampler_y;
    private int sampler_u;
    private int sampler_v;

    //纹理数组
    private int[] texture_yuv;
    private int textureid;

    private int fboId;

    private int w;
    private int h;

    private Buffer y;
    private Buffer u;
    private Buffer v;

    private GYuvFboRender gYuvFboRender;

    private int umatrix;
    private float[] matrix = new float[16];

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

        gYuvFboRender = new GYuvFboRender(context);

        //生成的本地内存
        vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertexData);
        vertexBuffer.position(0);
        fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(fragmentData);
        fragmentBuffer.position(0);

        Matrix.setIdentityM(matrix, 0);
    }

    @Override
    public void onSurfaceCreated() {
        gYuvFboRender.onCreate();
        //工具方法加载代码
        String vertexSource = GShaderUtil.getRawResource(context, R.raw.vertex_shader_yuv);
        String fragmentSource = GShaderUtil.getRawResource(context, R.raw.fragment_shader_yuv);

        //工具方法创建program
        program = GShaderUtil.createProgram(vertexSource, fragmentSource);
        vPosition = GLES20.glGetAttribLocation(program, "v_Position");
        //取出纹理坐标
        fPosition = GLES20.glGetAttribLocation(program, "f_Position");

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

        umatrix = GLES20.glGetUniformLocation(program, "u_Matrix");

        //生成纹理
        texture_yuv = new int[3];
        GLES20.glGenTextures(3, texture_yuv, 0);

        for (int i = 0; i < 3; i++) {
            //绑定纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[i]);
            //设置环绕过滤方法
            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_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            //解绑
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        }

        int[] fbos = new int[1];
        GLES20.glGenBuffers(1, fbos, 0);
        fboId = fbos[0];
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);

        int[] textureIds = new int[1];
        GLES20.glGenTextures(1, textureIds, 0);
        textureid = textureIds[0];
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid);

        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);

        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 720, 500, 0,
                GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
                textureid, 0);
        if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) {
            Log.e("godv", "fbo wrong");
        } else {
            Log.e("godv", "fbo success");
        }

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
    }

    @Override
    public void onSurfaceChanged(int width, int height) {
        Matrix.rotateM(matrix, 0, 180, 1, 0, 0);
        GLES20.glViewport(0, 0, width, height);
        gYuvFboRender.onChange(width, height);
    }

    @Override
    public void onDrawFrame() {
        //绑定FBO  离屏渲染
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
        //清屏
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        //使用颜色清屏
        GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);

        if (w > 0 && h > 0 && y != null && u != null && v != null) {
            GLES20.glUseProgram(program);

            GLES20.glUniformMatrix4fv(umatrix, 1, false, matrix, 0);

            GLES20.glEnableVertexAttribArray(vPosition);
            GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8,
                    vertexBuffer);
            GLES20.glEnableVertexAttribArray(fPosition);
            GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
                    fragmentBuffer);

            //激活第0个纹理 默认纹理
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            //绑定
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[0]);
            //附值
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w, h, 0,
                    GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
            //链接
            GLES20.glUniform1i(sampler_y, 0);

            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_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, texture_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;
        }
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);

        gYuvFboRender.onDraw(textureid);

    }

    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);
    }
}

GYuvFboRender

package com.example.glivepush.yuv;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.util.Log;

import com.example.glivepush.R;
import com.example.glivepush.egl.GEGLSurfaceView;
import com.example.glivepush.egl.GShaderUtil;

import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public class GYuvRender implements GEGLSurfaceView.GGLRender {

    private Context context;
    //顶点坐标  主要用来在本地开辟内存
    private float[] vertexData = {
            1f, 1f,
            -1f, 1f,
            1f, -1f,
            -1f, -1f
    };
    //生成的本地内存
    private FloatBuffer vertexBuffer;

    //纹理坐标
    private float[] fragmentData = {
            1f, 0f,
            0f, 0f,
            1f, 1f,
            0f, 1f
    };
    //生成的本地内存
    private FloatBuffer fragmentBuffer;

    private int program;
    private int vPosition;
    private int fPosition;

    private int sampler_y;
    private int sampler_u;
    private int sampler_v;

    //纹理数组
    private int[] texture_yuv;
    private int textureid;

    private int fboId;

    private int w;
    private int h;

    private Buffer y;
    private Buffer u;
    private Buffer v;

    private GYuvFboRender gYuvFboRender;

    private int umatrix;
    private float[] matrix = new float[16];

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

        gYuvFboRender = new GYuvFboRender(context);

        //生成的本地内存
        vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertexData);
        vertexBuffer.position(0);
        fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(fragmentData);
        fragmentBuffer.position(0);

        Matrix.setIdentityM(matrix, 0);
    }

    @Override
    public void onSurfaceCreated() {
        gYuvFboRender.onCreate();
        //工具方法加载代码
        String vertexSource = GShaderUtil.getRawResource(context, R.raw.vertex_shader_yuv);
        String fragmentSource = GShaderUtil.getRawResource(context, R.raw.fragment_shader_yuv);

        //工具方法创建program
        program = GShaderUtil.createProgram(vertexSource, fragmentSource);
        vPosition = GLES20.glGetAttribLocation(program, "v_Position");
        //取出纹理坐标
        fPosition = GLES20.glGetAttribLocation(program, "f_Position");

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

        umatrix = GLES20.glGetUniformLocation(program, "u_Matrix");

        //生成纹理
        texture_yuv = new int[3];
        GLES20.glGenTextures(3, texture_yuv, 0);

        for (int i = 0; i < 3; i++) {
            //绑定纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[i]);
            //设置环绕过滤方法
            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_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            //解绑
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        }

        int[] fbos = new int[1];
        GLES20.glGenBuffers(1, fbos, 0);
        fboId = fbos[0];
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);

        int[] textureIds = new int[1];
        GLES20.glGenTextures(1, textureIds, 0);
        textureid = textureIds[0];
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid);

        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);

        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 720, 500, 0,
                GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
                textureid, 0);
        if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) {
            Log.e("godv", "fbo wrong");
        } else {
            Log.e("godv", "fbo success");
        }

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
    }

    @Override
    public void onSurfaceChanged(int width, int height) {
        Matrix.rotateM(matrix, 0, 180, 1, 0, 0);
        GLES20.glViewport(0, 0, width, height);
        gYuvFboRender.onChange(width, height);
    }

    @Override
    public void onDrawFrame() {
        //绑定FBO  离屏渲染
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
        //清屏
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        //使用颜色清屏
        GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);

        if (w > 0 && h > 0 && y != null && u != null && v != null) {
            GLES20.glUseProgram(program);

            GLES20.glUniformMatrix4fv(umatrix, 1, false, matrix, 0);

            GLES20.glEnableVertexAttribArray(vPosition);
            GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8,
                    vertexBuffer);
            GLES20.glEnableVertexAttribArray(fPosition);
            GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
                    fragmentBuffer);

            //激活第0个纹理 默认纹理
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            //绑定
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_yuv[0]);
            //附值
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, w, h, 0,
                    GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, y);
            //链接
            GLES20.glUniform1i(sampler_y, 0);

            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture_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, texture_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;
        }
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);

        gYuvFboRender.onDraw(textureid);

    }

    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);
    }
}

 

评论 4
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值