九、RGBA数据转YUV422存储

1、介绍

将RGBA转换为YUV数据,首先我们是知道有公式是可以将RGBA转换为YUV的,但是图像的每个像素都有一个R、G、B,A值的,但是YUV422(就是两个像素两个Y一个U一个V的),因此我们还需要将一个像素的RGBA四个值转换为YUV三个值之后还需要将下一个像素点的Y值也要计算出来,则需要偏移采样将下个像素的RGB值也提出了来计算下个像素的Y值。

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如图所示,我们在 shader 中执行两次采样,RGBA 像素(R0,G0,B0,A0)转换为(Y0,U0,V0),像素(R1,G1,B1,A1)转换为(Y1),然后组合成(Y0,U0,Y1,V0),这样 8 个字节表示的 2 个 RGBA 像素就转换为 4 个字节表示的 2 个 YUYV 像素。

RGB to YUV 的转换公式:

[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-bAZ1DP6M-1686050151953)(C:\Users\CreatWall_zhouwen\Desktop\pic\pic\rgb.png)]

片段shader的编写:

#version 300 es
precision mediump float;
in vec2 v_texCoord;//纹理坐标
layout(location = 0) out vec4 outColor;
uniform sampler2D s_TextureMap;//RGBA 纹理
uniform float u_Offset;//采样偏移

//RGB to YUV
//Y =  0.299R + 0.587G + 0.114B
//U = -0.147R - 0.289G + 0.436B
//V =  0.615R - 0.515G - 0.100B
const vec3 COEF_Y = vec3( 0.299,  0.587,  0.114);
const vec3 COEF_U = vec3(-0.147, -0.289,  0.436);
const vec3 COEF_V = vec3( 0.615, -0.515, -0.100);

void main()
{
    vec2 texelOffset = vec2(u_Offset, 0.0);
    vec4 color0 = texture(s_TextureMap, v_texCoord);//当前像素的RGB值
    //偏移 offset 采样  偏移量到下一个像素 这个值应该是1/纹理宽度=到下一个像素的偏移量   
    vec4 color1 = texture(s_TextureMap, v_texCoord + texelOffset);//下一个像素的RGB值,则需要纹理坐标+偏移量
	//dot(x, y): 点积,各分量分别相乘 后 相加;给定两个n维向量a=(a1,a2,…,an)和b=(b1,b2,…,bn),求点积a·b=a1b1+a2b2+…+anbn。
    float y0 = dot(color0.rgb, COEF_Y);
    float u0 = dot(color0.rgb, COEF_U) + 0.5;//同样UV需要+0.5, 因为归一化
    float v0 = dot(color0.rgb, COEF_V) + 0.5;
    float y1 = dot(color1.rgb, COEF_Y);//得到下一个像素的Y值

    outColor = vec4(y0, u0, y1, v0);//组合的YUYV值
}

从上可以得知:RGB转YUV422的时候,就是两个像素的的RGBA值变成了一组YUYV值,则数据量少了一半,那么glViewPort 时 width 变为原来的一半,同样 glReadPixels 时 width 也变为原来的一半。

2、代码实践

使用EGL+FBO并将结果写入YUV文件中。

1)Java部分

MainActivity.java

package com.example.sixrgb2yuv;

import androidx.appcompat.app.AppCompatActivity;

import android.content.res.AssetManager;
import android.os.Bundle;

public class MainActivity extends AppCompatActivity {
    private NativeEglRender mBgRender;
    private AssetManager mrg;
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        mrg = getResources().getAssets();
        mBgRender = new NativeEglRender();
        mBgRender.native_InitScene(mrg);//将AssetManager对象传下去
        mBgRender.native_EglRenderInit();//调到Native里面的EGL初始化去
        mBgRender.native_EglRenderDraw();//调用底层OPENGL的离屏渲染
    }
}

NativeEglRender.java

package com.example.sixrgb2yuv;

public class NativeEglRender {
    static {
        System.loadLibrary("native-lib");
    }
    public static native void native_InitScene(Object mrg);
    public native void native_EglRenderInit();
    public native void native_EglRenderDraw();
    public native void native_EglRenderUnInit();
}

2)C++部分

native.cpp部分

//
// Created by CreatWall_zhouwen on 2023/4/11.
//

#include "jni.h"
#include <android/log.h>
#include <GLES3/gl3.h>
#include "RGB2YUYV.h"
#include "Util.h"
#include "ReadFileUtil.h"
#define NATIVE_RENDER_CLASS_NAME "com/example/sixrgb2yuv/NativeEglRender"
#define TAG "GLTRIANGLE"
#ifdef __cplusplus
extern "C" {
#endif
/*
 * Class:     com_example_sixrgb2yuv_NativeEglRender
 * Method:    native_InitScene
 * Signature: (Ljava/lang/Object;)V
 */
JNIEXPORT void JNICALL native_InitScene(JNIEnv *env, jobject instance, jobject msg)
{
   g_mrg = AAssetManager_fromJava(env, msg);
}

/*
 * Class:     com_example_sixrgb2yuv_NativeEglRender
 * Method:    native_EglRenderInit
 * Signature: ()V
 */
JNIEXPORT void JNICALL native_EglRenderInit(JNIEnv *env, jobject instance)
{
   RGB2YUYV::GetInstance();
   int width = 0, height = 0;
   unsigned char *img = ReadBMP("awesomeface.bmp", width, height);
   RGB2YUYV::GetInstance()->CreateGlesEnv();
   RGB2YUYV::GetInstance()->getTexturedata(img, width, height);
   RGB2YUYV::GetInstance()->CreateProgram(
         reinterpret_cast<const char *>(LoadFileContent("vertex.vs")),
         reinterpret_cast<const char *>(LoadFileContent("fFboShader.fs")));
}
/*
 * Class:     com_example_sixrgb2yuv_NativeEglRender
 * Method:    native_EglRenderDraw
 * Signature: ()V
 */
JNIEXPORT void JNICALL native_EglRenderDraw(JNIEnv *env, jobject instance)
{
   RGB2YUYV::GetInstance()->Draw();
}
/*
 * Class:     com_example_sixrgb2yuv_NativeEglRender
 * Method:    native_EglRenderUnInit
 * Signature: ()V
 */
JNIEXPORT void JNICALL native_EglRenderUnInit(JNIEnv *env, jobject instance)
{
   RGB2YUYV::GetInstance()->UnInit();
}

#ifdef __cplusplus
}
#endif

static JNINativeMethod g_RenderMethods[] = {
      {"native_InitScene",             "(Ljava/lang/Object;)V",       (void *)(native_InitScene)},
      {"native_EglRenderInit",             "()V",       (void *)(native_EglRenderInit)},
      {"native_EglRenderDraw",        "()V",       (void *)(native_EglRenderDraw)},
      {"native_EglRenderUnInit",        "()V",       (void *)(native_EglRenderUnInit)},
};

static int RegisterNativeMethods(JNIEnv *env, const char *className, JNINativeMethod *methods, int methodNum)
{
   LOGD("RegisterNativeMethods");
   jclass clazz = env->FindClass(className);
   if (clazz == NULL)
   {
      LOGD("RegisterNativeMethods fail. clazz == NULL");
      return JNI_FALSE;
   }
   if (env->RegisterNatives(clazz, methods, methodNum) < 0)
   {
      LOGD("RegisterNativeMethods fail");
      return JNI_FALSE;
   }
   return JNI_TRUE;
}

static void UnregisterNativeMethods(JNIEnv *env, const char *className)
{
   LOGD("UnregisterNativeMethods");
   jclass clazz = env->FindClass(className);
   if (clazz == NULL)
   {
      LOGD("UnregisterNativeMethods fail. clazz == NULL");
      return;
   }
   if (env != NULL)
   {
      env->UnregisterNatives(clazz);
   }
}

// call this func when loading lib
extern "C" jint JNI_OnLoad(JavaVM *jvm, void *p)
{
   LOGD("===== JNI_OnLoad =====");
   jint jniRet = JNI_ERR;
   JNIEnv *env = NULL;
   if (jvm->GetEnv((void **) (&env), JNI_VERSION_1_6) != JNI_OK)
   {
      return jniRet;
   }

   jint regRet = RegisterNativeMethods(env, NATIVE_RENDER_CLASS_NAME, g_RenderMethods,
                              sizeof(g_RenderMethods) /
                              sizeof(g_RenderMethods[0]));
   if (regRet != JNI_TRUE)
   {
      return JNI_ERR;
   }

   return JNI_VERSION_1_6;
}

extern "C" void JNI_OnUnload(JavaVM *jvm, void *p)
{
   JNIEnv *env = NULL;
   if (jvm->GetEnv((void **) (&env), JNI_VERSION_1_6) != JNI_OK)
   {
      return;
   }

   UnregisterNativeMethods(env, NATIVE_RENDER_CLASS_NAME);
}

Opengl操作类

RGB2YUYV.h

//
// Created by CreatWall_zhouwen on 2023/4/28.
//

#ifndef SIXRGB2YUV_RGB2YUYV_H
#define SIXRGB2YUV_RGB2YUYV_H

#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>

class RGB2YUYV {
public:
    RGB2YUYV();
    ~RGB2YUYV();
    int CreateGlesEnv();
    void CreateProgram(const char *ver, const char * fragfbo);//创建工程并初始化
    void getTexturedata(unsigned char *data, int width, int height);//从NDK那边获取图片数据传过来
    static RGB2YUYV* GetInstance();
    static void DestroyInstance();
    void Draw();//绘画 就是执行离屏渲染再将离屏渲染的结果显示
    void UnInit();
private:
    GLuint m_FboVertexShader;//FBO的顶点着色器和片段着色器
    GLuint m_FboFragmentShader;
    GLuint m_FboProgramObj;//FBO工程ID
    GLuint m_ImageTextureId;//图片数据的纹理ID
    GLuint m_FboTextureId;//FBO绑定的空数据纹理ID
    GLint m_FboSamplerLoc;//FBO片段着色器中的采样器值的位置
    GLuint m_FboId;//FBO的ID
    unsigned char *texturedata;
    int texturewidth, textureheight;
    GLuint m_VaoId;//存放顶点数据
    GLuint m_VboIds[3];//0表示顶点坐标缓冲区,1表示离屏渲染纹理坐标缓冲区,2表示纹理索引坐标缓冲区

    EGLConfig  m_eglConf;
    EGLSurface m_eglSurface;
    EGLContext m_eglCtx;
    EGLDisplay m_eglDisplay;
};



#endif //SIXRGB2YUV_RGB2YUYV_H

RGB2YUYV.cpp

//
// Created by CreatWall_zhouwen on 2023/4/28.
//

#include <stdio.h>
#include "RGB2YUYV.h"
#include "Util.h"
#include "GLUtil.h"
#include <malloc.h>
#include <string.h>
#include <unistd.h>
#include "sys/stat.h"
#include "stdint.h"
RGB2YUYV* m_pContext = nullptr;
#define TAG "RGB2YUYV"
//顶点坐标
GLfloat vVertices[] = {
        -1.0f, -1.0f, 0.0f,
        1.0f, -1.0f, 0.0f,
        -1.0f,  1.0f, 0.0f,
        1.0f,  1.0f, 0.0f,
};
//纹理坐标
GLfloat vFboTexCoors[] = {
        0.0f, 1.0f,
        1.0f, 1.0f,
        0.0f, 0.0f,
        1.0f, 0.0f,
};
GLushort indices[] = { 0, 1, 2, 1, 3, 2 };//三角形的索引数组

RGB2YUYV::RGB2YUYV() {
     m_FboVertexShader = GL_NONE;//FBO的顶点着色器和片段着色器
     m_FboFragmentShader= GL_NONE;
     m_FboProgramObj= GL_NONE;//FBO工程ID
     m_ImageTextureId= GL_NONE;//图片数据的纹理ID
     m_FboTextureId= GL_NONE;//FBO绑定的空数据纹理ID
     m_FboSamplerLoc= GL_NONE;//FBO片段着色器中的采样器值的位置
     m_FboId= GL_NONE;//FBO的ID
     m_VaoId= GL_NONE;//存放顶点数据
     m_VboIds[0]= GL_NONE;//0表示顶点坐标缓冲区,1表示离屏渲染纹理坐标缓冲区,2表示纹理索引坐标缓冲区

     m_eglConf= GL_NONE;
     m_eglSurface= GL_NONE;
     m_eglCtx= GL_NONE;
     m_eglDisplay= GL_NONE;
}

RGB2YUYV::~RGB2YUYV() {

}

int RGB2YUYV::CreateGlesEnv() {
    // EGL config attributes
    const EGLint confAttr[] =
            {
                    EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT_KHR,
                    EGL_SURFACE_TYPE,EGL_PBUFFER_BIT,//EGL_WINDOW_BIT EGL_PBUFFER_BIT we will create a pixelbuffer surface
                    EGL_RED_SIZE,   8,
                    EGL_GREEN_SIZE, 8,
                    EGL_BLUE_SIZE,  8,
                    EGL_ALPHA_SIZE, 8,// if you need the alpha channel
                    EGL_DEPTH_SIZE, 16,// if you need the depth buffer
                    EGL_STENCIL_SIZE,8,
                    EGL_NONE
            };

    // EGL context attributes
    const EGLint ctxAttr[] = {
            EGL_CONTEXT_CLIENT_VERSION, 2,
            EGL_NONE
    };

    // surface attributes
    // the surface size is set to the input frame size
    const EGLint surfaceAttr[] = {
            EGL_WIDTH, 1,
            EGL_HEIGHT,1,
            EGL_NONE
    };
    EGLint eglMajVers, eglMinVers;
    EGLint numConfigs;

    int resultCode = 0;
    do
    {
        //1. 获取 EGLDisplay 对象,建立与本地窗口系统的连接
        m_eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
        if(m_eglDisplay == EGL_NO_DISPLAY)
        {
            //Unable to open connection to local windowing system
            LOGD("EGLRender::CreateGlesEnv Unable to open connection to local windowing system");
            resultCode = -1;
            break;
        }

        //2. 初始化 EGL 方法
        if(!eglInitialize(m_eglDisplay, &eglMajVers, &eglMinVers))
        {
            // Unable to initialize EGL. Handle and recover
            LOGD("EGLRender::CreateGlesEnv Unable to initialize EGL");
            resultCode = -1;
            break;
        }

        LOGD("EGLRender::CreateGlesEnv EGL init with version %d.%d", eglMajVers, eglMinVers);

        //3. 获取 EGLConfig 对象,确定渲染表面的配置信息
        if(!eglChooseConfig(m_eglDisplay, confAttr, &m_eglConf, 1, &numConfigs))
        {
            LOGD("EGLRender::CreateGlesEnv some config is wrong");
            resultCode = -1;
            break;
        }

        //4. 创建渲染表面 EGLSurface, 使用 eglCreatePbufferSurface 创建屏幕外渲染区域
        m_eglSurface = eglCreatePbufferSurface(m_eglDisplay, m_eglConf, surfaceAttr);
        if(m_eglSurface == EGL_NO_SURFACE)
        {
            switch(eglGetError())
            {
                case EGL_BAD_ALLOC:
                    // Not enough resources available. Handle and recover
                    LOGD("EGLRender::CreateGlesEnv Not enough resources available");
                    break;
                case EGL_BAD_CONFIG:
                    // Verify that provided EGLConfig is valid
                    LOGD("EGLRender::CreateGlesEnv provided EGLConfig is invalid");
                    break;
                case EGL_BAD_PARAMETER:
                    // Verify that the EGL_WIDTH and EGL_HEIGHT are
                    // non-negative values
                    LOGD("EGLRender::CreateGlesEnv provided EGL_WIDTH and EGL_HEIGHT is invalid");
                    break;
                case EGL_BAD_MATCH:
                    // Check window and EGLConfig attributes to determine
                    // compatibility and pbuffer-texture parameters
                    LOGD("EGLRender::CreateGlesEnv Check window and EGLConfig attributes");
                    break;
            }
        }

        //5. 创建渲染上下文 EGLContext
        m_eglCtx = eglCreateContext(m_eglDisplay, m_eglConf, EGL_NO_CONTEXT, ctxAttr);
        if(m_eglCtx == EGL_NO_CONTEXT)
        {
            EGLint error = eglGetError();
            if(error == EGL_BAD_CONFIG)
            {
                // Handle error and recover
                LOGD("EGLRender::CreateGlesEnv EGL_BAD_CONFIG");
                resultCode = -1;
                break;
            }
        }

        //6. 绑定上下文
        if(!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglCtx))
        {
            LOGD("EGLRender::CreateGlesEnv MakeCurrent failed");
            resultCode = -1;
            break;
        }
        LOGD("EGLRender::CreateGlesEnv initialize success!");
    }
    while (false);

    if (resultCode != 0)
    {
        LOGD("EGLRender::CreateGlesEnv fail");
    }
    LOGD("EGLRender::CreateGlesEnv Success");
    return resultCode;
}

void RGB2YUYV::CreateProgram(const char *ver, const char *fragfbo) {
    LOGD("CreateProgram Enter");
    // 编译链接用于离屏渲染的着色器程序
    m_FboProgramObj = CreateGLProgram(ver, fragfbo, m_FboVertexShader, m_FboFragmentShader);
    if (m_FboProgramObj == GL_NONE)
    {
        LOGD("FBOSample::Init m_ProgramObj == GL_NONE");
        return;
    }
    LOGD("CreateGLProgram Success");

    //获取片段着色器中s_TextureMap的属性位置,编译后期指定是哪个纹理
    m_FboSamplerLoc = glGetUniformLocation(m_FboProgramObj, "s_TextureMap");
    LOGD("glGetUniformLocation Success");

    //生成VBO 加载顶点数据和索引数据
    glGenBuffers(4, m_VboIds);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vFboTexCoors), vFboTexCoors, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]);//最后一个为纹理的索引缓冲数据
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    LOGD("glGenBuffers Success");

    //初始化离屏渲染的VAO
    glGenVertexArrays(1, &m_VaoId);
    glBindVertexArray(m_VaoId);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *)0);
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *)0);
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]);
    glBindVertexArray(GL_NONE);
    LOGD("m_VaoId[0] Success");

    //创建并初始化图形纹理
    glGenTextures(1, &m_ImageTextureId);
    glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//重复纹理的填充方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//缩小时线性插值
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放到就是线性
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texturewidth, textureheight, 0, GL_RGB, GL_UNSIGNED_BYTE, texturedata);
    LOGD("CreateProgram %s", texturedata);
    glGenerateMipmap(GL_TEXTURE_2D);//为当前绑定的纹理自动生成所有需要的多级渐远纹理
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("m_ImageTextureId Success");
    //创建离屏的纹理,不绑定数据值申请内存
    glGenTextures(1, &m_FboTextureId);
    glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    //最后输出YUYV数据格式,则宽缩短一半了。
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texturewidth/2, textureheight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("m_FboTextureId Success");

    //创建并初始化FBO,帧缓冲
    glGenFramebuffers(1, &m_FboId);
    glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);//绑定帧缓冲
    glBindTexture(GL_TEXTURE_2D, m_FboTextureId);//激活这个m_FboTextureId纹理绑定GL_TEXTURE_2D
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_FboTextureId, 0);//纹理附加到帧缓冲
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {
        LOGD("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");
        return ;
    }
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
    LOGD("m_FboId Success");
}

void RGB2YUYV::Draw() {
    LOGD("Draw Enter");
    glViewport(0, 0, texturewidth/2, textureheight);
    glUseProgram(m_FboProgramObj);
    glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);
    glBindVertexArray(m_VaoId);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
    glUniform1i(m_FboSamplerLoc, 0);
    float texelOffset = (float) (1.f / (float) texturewidth);
    glUniform1f(glGetUniformLocation(m_FboProgramObj, "u_offest"), texelOffset);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
    glBindVertexArray(GL_NONE);
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("Draw success");
    uint8_t *pBuffer = new uint8_t[texturewidth*textureheight * 2];
    glReadPixels(0, 0, texturewidth / 2, textureheight, GL_RGBA, GL_UNSIGNED_BYTE, pBuffer);
    //写文件
    const char *imgPath= "/data/data/com.example.sixrgb2yuv/RGB2YUYV.yuv";
    FILE *fp = fopen(imgPath, "wb");
    if(fp == NULL)
    {
        LOGD("fopen error");
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        return ;
    }
    fwrite(pBuffer,1, texturewidth*textureheight * 2,  fp);
    fclose(fp);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    LOGD("Draw End");
}


void RGB2YUYV::getTexturedata(unsigned char *data, int width, int height) {
     texturedata = data;
     texturewidth = width;
     textureheight = height;
     LOGD("getTexturedata Success %s", texturedata);
}


RGB2YUYV *RGB2YUYV::GetInstance() {
     if (m_pContext == nullptr)
     {
          m_pContext = new RGB2YUYV();
     }
     return m_pContext;
}

void RGB2YUYV::DestroyInstance() {
     if (m_pContext)
     {
          delete m_pContext;
          m_pContext = nullptr;
     }
}



void RGB2YUYV::UnInit() {
     LOGD("EGLDraw::UnInit");
     if (m_FboProgramObj)
     {
          glDeleteProgram(m_FboProgramObj);
          m_FboProgramObj = GL_NONE;
     }
     if (m_FboTextureId)
     {
          glDeleteTextures(1, &m_FboTextureId);
          m_FboTextureId = GL_NONE;
     }
     if (m_VboIds[0])
     {
          glDeleteBuffers(3, m_VboIds);
          m_VboIds[0] = GL_NONE;
          m_VboIds[1] = GL_NONE;
          m_VboIds[2] = GL_NONE;

     }
     if (m_VaoId)
     {
          glDeleteVertexArrays(1, &m_VaoId);
          m_VaoId = GL_NONE;
     }
     if (m_FboId)
     {
          glDeleteFramebuffers(1, &m_FboId);
          m_FboId = GL_NONE;
     }

     //8. 释放 EGL 环境
     if (m_eglDisplay != EGL_NO_DISPLAY) {
          eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
          eglDestroyContext(m_eglDisplay, m_eglCtx);
          eglDestroySurface(m_eglDisplay, m_eglSurface);
          eglReleaseThread();
          eglTerminate(m_eglDisplay);
     }
}

工具类

GLUTIL_H

//
// Created by CreatWall_zhouwen on 2023/4/21.
//

#ifndef FORTHDRAWFBO_GLUTIL_H
#define FORTHDRAWFBO_GLUTIL_H


#include "Util.h"
#include <GLES3/gl3.h>
#define TAG "GLUTIL_H"

GLuint LoadShader(GLenum shaderType, const char *pSource)
{
    LOGD("LoadShader Entern");
    //创建对应类型的着色器
    GLuint ShaderHandle = glCreateShader(shaderType);//创建shaderType类型的着色器
    if (ShaderHandle)
    {
        //附加着色器源码
        glShaderSource(ShaderHandle, 1, &pSource, NULL);//shader源码为pSource
        //编译着色器
        glCompileShader(ShaderHandle);
        //获取编译结果是否成
        GLint compiled = 0;
        glGetShaderiv(ShaderHandle, GL_COMPILE_STATUS, &compiled);
        if (!compiled){
            glDeleteShader(ShaderHandle);
            LOGD("glCompileShader ShaderHandle error");
            return 0;
        }
    }
    LOGD("LoadShader Leave");
    return ShaderHandle;
}

GLuint CreateGLProgram(const char *pVertexShaderSource, const char *pFragShaderSource, GLuint &vertexShaderHandle, GLuint &fragShaderHandle)
{
    LOGD("CreateProgram Entern");

    GLuint program = 0;
    GLint AttachStatus = GL_FALSE;
    //创建顶点着色器
    vertexShaderHandle = LoadShader(GL_VERTEX_SHADER, pVertexShaderSource);
    if (!vertexShaderHandle) return program;
    LOGD("vertexShaderHandle success");

    //创建片段着色器
    fragShaderHandle = LoadShader(GL_FRAGMENT_SHADER, pFragShaderSource);
    if (!fragShaderHandle) return program;
    LOGD("fragShaderHandle success");

    //创建程序
    program = glCreateProgram();
    if (program)
    {
        AttachStatus = 0;
        glAttachShader(program, vertexShaderHandle);
        glGetShaderiv(vertexShaderHandle, GL_ATTACHED_SHADERS, &AttachStatus);
        if(AttachStatus != 0){//返回0就是成功
            LOGD("glAttachShader vertexShaderHandle error %d",AttachStatus);
            return 0;
        }
        LOGD("glAttachShader vertexShaderHandle success %d",AttachStatus);
        AttachStatus = 0;
        glAttachShader(program, fragShaderHandle);
        glGetShaderiv(fragShaderHandle, GL_ATTACHED_SHADERS, &AttachStatus);
        if(AttachStatus != 0){
            LOGD("glAttachShader fragShaderHandle error %d",AttachStatus);
            return 0;
        }
        LOGD("glAttachShader fragShaderHandle success %d",AttachStatus);
        glLinkProgram(program);
        GLint linkStatus = GL_FALSE;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        if (linkStatus != GL_TRUE){
            LOGD("glLinkProgram error AttachStatus = %d", linkStatus);
            glDeleteProgram(program);
            program = 0;
            return 0;
        }
        glDetachShader(program, vertexShaderHandle);
        glDeleteShader(vertexShaderHandle);
        vertexShaderHandle = 0;
        glDetachShader(program, fragShaderHandle);
        glDeleteShader(fragShaderHandle);
        fragShaderHandle = 0;
        LOGD("glCreateProgram success");
    }
    LOGD("CreateProgram Leave");
    return program;
}


#endif //FORTHDRAWFBO_GLUTIL_H

在这里插入图片描述

参考链接

android通过JNI用C/C++创建本地文件 https://blog.csdn.net/qq_34759481/article/details/84548821

使用 OpenGL 实现 RGB 到 YUV 的图像格式转换 https://blog.csdn.net/Kennethdroid/article/details/117675581

android通过JNI用C/C++创建本地文件 https://blog.csdn.net/qq_34759481/article/details/84548821

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