Android 使用视频流作为OpenGL ES 2.0纹理
我试图通过将OpenGL ES纹理设置为androidAndroid 使用视频流作为OpenGL ES 2.0纹理,android,opengl-es-2.0,google-cardboard,Android,Opengl Es 2.0,Google Cardboard,我试图通过将OpenGL ES纹理设置为androidsurfaceTexture来捕获视频并将其显示到屏幕上。我不能使用TextureView并按照实现surfacetextrelistener,因为我使用的是谷歌硬纸板 我已经介绍了如何初始化OpenGL ES 2.0并使用它,以及纹理 把这两个放在一起,我会看到一个空白屏幕,偶尔会在控制台窗口中看到:GL\u INVALID\u OPERATION 被这么多我不知道的新概念所淹没,我无法调试或者仅仅理解这两种方法是否可以像这样使用。这是我的
surfaceTexture
来捕获视频并将其显示到屏幕上。我不能使用TextureView
并按照实现surfacetextrelistener
,因为我使用的是谷歌硬纸板
我已经介绍了如何初始化OpenGL ES 2.0并使用它,以及纹理
把这两个放在一起,我会看到一个空白屏幕,偶尔会在控制台窗口中看到:GL\u INVALID\u OPERATION
被这么多我不知道的新概念所淹没,我无法调试或者仅仅理解这两种方法是否可以像这样使用。这是我的绘图代码,它在main activity
类的onSurfaceCreated()
中初始化,并从纸板的绘图函数onEyeDraw()中绘制
package com.example.rich.test3;
import android.hardware.Camera;
import android.opengl.GLES20;
import android.view.TextureView;
import java.nio.ShortBuffer;
import java.nio.FloatBuffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
/**
* Created by rich on 03/05/2015.
*/
public class Square {
private java.nio.FloatBuffer vertexBuffer;
private java.nio.ShortBuffer drawListBuffer;
private final java.nio.FloatBuffer mCubeTextureCoordinates;
float color[] = { 1.f, 1.f, 1.f, 1.0f };
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" gl_Position = vPosition;" +
" v_TexCoordinate = a_TexCoordinate;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
"gl_FragColor = (texture2D(u_Texture, v_TexCoordinate));" +
"}";
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, 0.5f, 0.0f, // top left
0.5f, 0.5f, 0.0f}; // top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private final int vertexCount = squareCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int mTextureDataHandle;
float textureCoordinates[] =
{0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f };
Camera _camera;
TextureView _textureView;
int[] textures;
android.graphics.SurfaceTexture _surface;
public Square()
{
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
mCubeTextureCoordinates = ByteBuffer.allocateDirect(textureCoordinates.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mCubeTextureCoordinates.put(textureCoordinates).position(0);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
_surface = new android.graphics.SurfaceTexture(textures[0]);
_camera = Camera.open();
Camera.Size previewSize = _camera.getParameters().getPreviewSize();
try
{
_camera.setPreviewTexture(_surface);
}
catch (java.io.IOException ex)
{
// Console.writeLine (ex.Message);
}
final int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertexShaderHandle, vertexShaderCode);
GLES20.glCompileShader(vertexShaderHandle);
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(vertexShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == 0)
{
//do check here
}
final int fragmentShaderHandle = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragmentShaderHandle, fragmentShaderCode);
GLES20.glCompileShader(fragmentShaderHandle);
GLES20.glGetShaderiv(fragmentShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == 0)
{
//do check here
}
GLES20.glAttachShader(mProgram, vertexShaderHandle);
GLES20.glAttachShader(mProgram, fragmentShaderHandle);
GLES20.glBindAttribLocation(mProgram, 0, "a_Position");
GLES20.glBindAttribLocation(mProgram, 0, "a_TexCoordinate");
GLES20.glLinkProgram(mProgram);
final int[] linkStatus = new int[1];
GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] == 0)
{
//do check here
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
mTextureDataHandle = textures[0];
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
}
public void draw()
{
_surface.updateTexImage();
GLES20.glUseProgram(mProgram);
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "a_Position");
mColorHandle = GLES20.glGetAttribLocation(mProgram, "a_Color");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false,
0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glUniform1i(mTextureUniformHandle, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
渲染纹理对象时,需要使用GL\u texture\u EXTERNAL\u OES
纹理目标:
纹理对象使用GL_texture_EXTERNAL_OES纹理目标,该目标由GL_OES_EGL_image_EXTERNAL OpenGL ES扩展定义。这限制了纹理的使用方式。每次绑定纹理时,它都必须绑定到GL_texture_EXTERNAL_OES目标,而不是GL_texture_2D目标。此外,任何从纹理采样的OpenGL ES 2.0着色器都必须使用“#extension GL_OES_EGL_image_external:require”指令声明其使用此扩展。此类着色器还必须使用samplerExternalOES GLSL sampler类型访问纹理
因此,您需要像这样更改片段着色器,添加#扩展
声明,并将纹理一致性声明为samplerExternalOES
:
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform samplerExternalOES u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
"gl_FragColor = (texture2D(u_Texture, v_TexCoordinate));" +
"}";
另外,在draw()函数中,按如下方式绑定纹理:
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureDataHandle);
不能使用“法线纹理”渲染摄影机或视频预览,必须使用“扩展”。我也有同样的问题,我在github上找到了一个完整的工作解决方案。该项目的名称是android_instacam
您将找到要学习的源代码。如果您想直接在您的设备上看到它的运行,只需进入play store即可。您找到了吗?“来自相机的纹理”活动可能会实现您想要的大部分功能。只是有机会尝试一下并获得W/Adreno-ES20﹕ : GL_INVALID_operation如果绑定到不同的目标,则可能会出现该错误:在构造函数中以及在draw()中调用glBindTexture,将其更改为使用GLES11Ext.GL_TEXTURE_EXTERNAL_。我现在得到这个错误W/Adreno-ES20﹕ : GL_值无效。谷歌什么也没想到。你能看到导致这种情况的原因吗?我认为你在mPositionHandle中传递了一个无效的值。您对GLGetAttriblLocation的调用要求“a_位置”,但在着色器中称为“vPosition”。“a_Color”/“vColor”也一样(尽管您似乎没有使用它)。您应该为颜色调用GetUniformLocation,因为它是统一的而不是属性。谢谢,我仍然没有得到任何信息,但至少我知道现在没有错误。