如何在Android上将Buffer []绘制到TextureView?

时间:2016-05-25 17:01:13

标签: android opengl-es javacv textureview

我正在使用JavaCV的FFmpegFrameGrabber从视频文件中检索帧。此FFmpegFrameGrabber返回Frame,其中基本上包含Buffer[]来保存视频帧的图像像素。

由于性能是我的首要任务,因此我想使用OpenGL ES直接显示此Buffer[],而不将其转换为Bitmap

要显示的视图只占用不到一半的屏幕,并且遵循OpenGL ES document

  

想要在布局的一小部分中加入OpenGL ES图形的开发人员应该看一下TextureView。

所以我猜TextureView是这项任务的正确选择。但是我没有找到太多关于此的资源(大多数是Camera Preview示例)。

我想问一下如何将Buffer[]绘制到TextureView?如果这不是最有效的方法,我愿意尝试你的替代方案。

更新:所以目前我的设置如下:

在我的VideoActivity中,我反复提取包含Frame的视频ByteBuffer,然后将其发送到我的MyGLRenderer2以转换为OpenGLES的纹理:

...
mGLSurfaceView = (GLSurfaceView)findViewById(R.id.gl_surface_view);
mGLSurfaceView.setEGLContextClientVersion(2);
mRenderer = new MyGLRenderer2(this);
mGLSurfaceView.setRenderer(mRenderer);
mGLSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
...

private void grabCurrentFrame(final long currentPosition){
    if(mCanSeek){
        new AsyncTask(){

            @Override
            protected void onPreExecute() {
                super.onPreExecute();
                mCanSeek = false;
            }

            @Override
            protected Object doInBackground(Object[] params) {
                try {
                    Frame frame = mGrabber.grabImage();
                    setCurrentFrame((ByteBuffer)frame.image[0]);
                }
                catch (Exception e) {
                    e.printStackTrace();
                }
                return null;
            }

            @Override
            protected void onPostExecute(Object o) {
                super.onPostExecute(o);
                mCanSeek = true;
                }
            }
        }.execute();
    }
}

private void setCurrentFrame(ByteBuffer buffer){
    mRenderer.setTexture(buffer);
}

MyGLRenderer2看起来像这样:

public class MyGLRenderer2 implements GLSurfaceView.Renderer {
private static final String TAG = "MyGLRenderer2";
private FullFrameTexture mFullFrameTexture;

public MyGLRenderer2(Context context){
    super();
}

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

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
    GLES20.glViewport(0,0,width, height);
    GLES20.glClearColor(0,0,0,1);
    mFullFrameTexture = new FullFrameTexture();
}

@Override
public void onDrawFrame(GL10 gl) {
    createFrameTexture(mCurrentBuffer, 1280, 720, GLES20.GL_RGB); //should not need to be a power of 2 since I use GL_CLAMP_TO_EDGE
    mFullFrameTexture.draw(textureHandle);
    if(mCurrentBuffer != null){
        mCurrentBuffer.clear();
    }
}

//test
private ByteBuffer mCurrentBuffer;

public void setTexture(ByteBuffer buffer){
    mCurrentBuffer = buffer.duplicate();
    mCurrentBuffer.position(0);
}

private int[] textureHandles = new int[1];
private int textureHandle;

public void createFrameTexture(ByteBuffer data, int width, int height, int format) {
    GLES20.glGenTextures(1, textureHandles, 0);
    textureHandle = textureHandles[0];
    GlUtil.checkGlError("glGenTextures");

    // Bind the texture handle to the 2D texture target.
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);

    // Configure min/mag filtering, i.e. what scaling method do we use if what we're rendering
    // is smaller or larger than the source image.
    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.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);
    GlUtil.checkGlError("loadImageTexture");

    // Load the data from the buffer into the texture handle.
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, /*level*/ 0, format,
            width, height, /*border*/ 0, format, GLES20.GL_UNSIGNED_BYTE, data);
    GlUtil.checkGlError("loadImageTexture");
}

}

FullFrameTexture看起来像这样:

public class FullFrameTexture {
private static final String VERTEXT_SHADER =
    "uniform mat4 uOrientationM;\n" +
        "uniform mat4 uTransformM;\n" +
        "attribute vec2 aPosition;\n" +
        "varying vec2 vTextureCoord;\n" +
        "void main() {\n" +
        "gl_Position = vec4(aPosition, 0.0, 1.0);\n" +
        "vTextureCoord = (uTransformM * ((uOrientationM * gl_Position + 1.0) * 0.5)).xy;" +
        "}";

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

private final byte[] FULL_QUAD_COORDINATES = {-1, 1, -1, -1, 1, 1, 1, -1};

private ShaderProgram shader;

private ByteBuffer fullQuadVertices;

private final float[] orientationMatrix = new float[16];
private final float[] transformMatrix = new float[16];

public FullFrameTexture() {
    if (shader != null) {
        shader = null;
    }

    shader = new ShaderProgram(EglUtil.getInstance());

    shader.create(VERTEXT_SHADER, FRAGMENT_SHADER);

    fullQuadVertices = ByteBuffer.allocateDirect(4 * 2);

    fullQuadVertices.put(FULL_QUAD_COORDINATES).position(0);

    Matrix.setRotateM(orientationMatrix, 0, 0, 0f, 0f, 1f);
    Matrix.setIdentityM(transformMatrix, 0);
}

public void release() {
    shader = null;
    fullQuadVertices = null;
}

public void draw(int textureId) {
    shader.use();

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);

    int uOrientationM = shader.getAttributeLocation("uOrientationM");
    int uTransformM = shader.getAttributeLocation("uTransformM");

    GLES20.glUniformMatrix4fv(uOrientationM, 1, false, orientationMatrix, 0);
    GLES20.glUniformMatrix4fv(uTransformM, 1, false, transformMatrix, 0);

    // Trigger actual rendering.
    renderQuad(shader.getAttributeLocation("aPosition"));

    shader.unUse();
}

private void renderQuad(int aPosition) {
    GLES20.glVertexAttribPointer(aPosition, 2, GLES20.GL_BYTE, false, 0, fullQuadVertices);
    GLES20.glEnableVertexAttribArray(aPosition);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}

}

现在我可以在应用程序崩溃之前显示一些框架(非常错误的颜色)。

1 个答案:

答案 0 :(得分:2)

执行所要求的最有效方法是将像素转换为OpenGL ES纹理,并在TextureView上渲染。要使用的函数是glTexImage2D()

您可以在Grafika中找到一些示例,它使用该函数上传一些生成的纹理。看看createImageTexture()。如果您的应用中没有GLES代码,Grafika的gles套餐可能会有用。

FWIW,将视频帧直接解码到使用TextureView的SurfaceTexture创建的Surface会更高效,但我不知道JavaCV是否支持它。

修改:如果您不介意使用NDK,另一种方法是使用ANativeWindowCreate a Surface用于TextureView的SurfaceTexture,将其传递给本机代码,然后调用ANativeWindow_fromSurface()以获取ANativeWindow。使用ANativeWindow_setBuffersGeometry()设置大小和颜色格式。锁定缓冲区,复制像素,解锁缓冲区以发布它。我不认为这需要在内部进行额外的数据复制,并且可能比glTexImage2D()方法有一些优势。