Android 你能看到任何图像吗

Android 你能看到任何图像吗,android,opengl-es,opengl-shader-builder,Android,Opengl Es,Opengl Shader Builder,我试图在OpenGLES 3.0上显示纹理,但我可以从中看到任何图像 该计划的目的是: public class CameraGLRenderer implements GLSurfaceView.Renderer{ public static final String TAG = "com.example.CameraGLRenderer"; private CameraImage mCameraImage; public CameraGLRenderer(in

我试图在OpenGLES 3.0上显示纹理,但我可以从中看到任何图像

该计划的目的是:

public class CameraGLRenderer  implements GLSurfaceView.Renderer{

    public static final String TAG = "com.example.CameraGLRenderer";

    private CameraImage mCameraImage;

    public CameraGLRenderer(int width, int heigh) {
        mCameraImage = new CameraImage(width,heigh);
    }

    @Override
    public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
        // Set the background frame color
        GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    }

    @Override
    public void onSurfaceChanged(GL10 gl10, int width, int height) {
        // Adjust the viewport based on geometry changes,
        // such as screen rotation
        GLES30.glActiveTexture(GLES30.GL_ACTIVE_TEXTURE);
        GLES30.glViewport(0, 0, width, height);

//        float ratio = (float) width / height;
//
//        // this projection matrix is applied to object coordinates
//        // in the onDrawFrame() method
//        Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);

    }

    @Override
    public void onDrawFrame(GL10 gl10) {
        mCameraImage.draw();
    }



    public static int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES30.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES30.GL_FRAGMENT_SHADER)
        int shader = GLES30.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES30.glShaderSource(shader, shaderCode);
        GLES30.glCompileShader(shader);

        return shader;
    }


    public static void checkGlError(String glOperation) {
        int error;
        while ((error = GLES30.glGetError()) != GLES30.GL_NO_ERROR) {
            Log.e(TAG, glOperation + ": glError " + error);
            throw new RuntimeException(glOperation + ": glError " + error);
        }
    }

    public void onPreviewFrame(byte[] data) {
        mCameraImage.onPreviewFrame(data);
    }

}
和我的相机图像类:

    public CameraImage(int width,int height) {

     Log.d(TAG,"CameraImage constructor");
        mWidth = width;
        mHeight = height;

        U_INDEX = width*height;
        V_INDEX = width*height*5/4;
        LENGTH = width*height;
        LENGTH_4 = width*height/4;

        yData = new byte[LENGTH];
        uData = new byte[LENGTH_4];
        vData = new byte[LENGTH_4];

        yBuffer = ByteBuffer.allocate(LENGTH);
        uBuffer = ByteBuffer.allocate(LENGTH_4);
        vBuffer = ByteBuffer.allocate(LENGTH_4);

        mVertices = ByteBuffer.allocateDirect(mVerticesData.length * 4)
                .order(ByteOrder.nativeOrder()).asFloatBuffer();
        mVertices.put(mVerticesData).position(0);

        mIndices = ByteBuffer.allocateDirect(mIndicesData.length * 2)
                .order(ByteOrder.nativeOrder()).asShortBuffer();
        mIndices.put(mIndicesData).position(0);


        // prepare shaders and OpenGL program
        int vertexShader = CameraGLRenderer.loadShader(
                GLES30.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = CameraGLRenderer.loadShader(
                GLES30.GL_FRAGMENT_SHADER,
                fragmentShaderCode);

        mProgram = GLES30.glCreateProgram();             // create empty OpenGL Program
        GLES30.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        CameraGLRenderer.checkGlError("glAttachShader");
        GLES30.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        CameraGLRenderer.checkGlError("glAttachShader");
        GLES30.glLinkProgram(mProgram);                  // create OpenGL program executables


        CameraGLRenderer.checkGlError("glLinkProgram");
        // Get the attribute locations
        mPositionLoc = GLES30.glGetAttribLocation(mProgram, "a_position");
        CameraGLRenderer.checkGlError("glGetAttribLocation");
        mTexCoordLoc = GLES30.glGetAttribLocation(mProgram, "a_texCoord");
        CameraGLRenderer.checkGlError("glGetAttribLocation");
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        CameraGLRenderer.checkGlError("glEnable");


        yTexture = GLES30.glGetUniformLocation(mProgram, "y_texture");
        CameraGLRenderer.checkGlError("glGetUniformLocation");
        yTextureNames = new int[1];
        GLES30.glGenTextures(1, yTextureNames, 0);
        CameraGLRenderer.checkGlError("glGenTextures");
        int yTextureName = yTextureNames[0];
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
        CameraGLRenderer.checkGlError("glActiveTexture");
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, yTextureName);
        CameraGLRenderer.checkGlError("glBindTexture");
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        CameraGLRenderer.checkGlError("glEnable");


        uTexture = GLES30.glGetUniformLocation(mProgram, "u_texture");
        CameraGLRenderer.checkGlError("glGetUniformLocation");
        uTextureNames = new int[1];
        GLES30.glGenTextures(1, uTextureNames, 0);
        CameraGLRenderer.checkGlError("glGenTextures");
        int uTextureName = uTextureNames[0];
        GLES30.glActiveTexture(GLES30.GL_TEXTURE2);
        CameraGLRenderer.checkGlError("glActiveTexture");
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureName);
        CameraGLRenderer.checkGlError("glBindTexture");
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        CameraGLRenderer.checkGlError("glBindTexture");


        vTexture = GLES30.glGetUniformLocation(mProgram, "v_texture");
        CameraGLRenderer.checkGlError("glGetUniformLocation");
        vTextureNames = new int[1];
        GLES30.glGenTextures(1, vTextureNames, 0);
        CameraGLRenderer.checkGlError("glGenTextures");
        int vTextureName = vTextureNames[0];
        GLES30.glActiveTexture(GLES30.GL_TEXTURE2);
        CameraGLRenderer.checkGlError("glActiveTexture");
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, vTextureName);
        CameraGLRenderer.checkGlError("glBindTexture");
//
//
//        // Set the background clear color to black.
        GLES30.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
        CameraGLRenderer.checkGlError("glClearColor");

    }


    public void draw() {

        Log.d(TAG, "Draw");
        GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
        CameraGLRenderer.checkGlError("glClear"); ///ERROR !!!!

        // Add program to OpenGL environment
        GLES30.glUseProgram(mProgram);
        CameraGLRenderer.checkGlError("glUseProgram");

        // Load the vertex position
        mVertices.position(0);
        GLES30.glVertexAttribPointer(mPositionLoc, 3, GLES30.GL_FLOAT, false, 5*4, mVertices);
        // Load the texture coordinate
        mVertices.position(3);
        GLES30.glVertexAttribPointer(mTexCoordLoc, 2, GLES30.GL_FLOAT, false, 5*4, mVertices);


        // Enable a handle to the triangle vertices
        GLES30.glEnableVertexAttribArray(mPositionLoc);
        GLES30.glEnableVertexAttribArray(mTexCoordLoc);
        CameraGLRenderer.checkGlError("glEnableVertexAttribArray");
        CameraGLRenderer.checkGlError("glEnableVertexAttribArray");



        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, yTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                1920, 1080, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, yBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1+1);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, yTextureNames[0]);
        GLES30.glUniform1i(yTexture, 1);


        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                960, 540, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, uBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1+2);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureNames[0]);
        GLES30.glUniform1i(uTexture, 2);


        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, vTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                960, 540, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, vBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1+3);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, vTextureNames[0]);
        GLES30.glUniform1i(vTexture, 3);

        // Draw the square
        GLES30.glDrawElements(
                GLES30.GL_TRIANGLES, mIndicesData.length,
                GLES30.GL_UNSIGNED_SHORT, mVertices);
    }


    public void onPreviewFrame(byte[] data) {

        System.arraycopy(data, 0, yData, 0, LENGTH);
        yBuffer.put(yData);
        yBuffer.position(0);

        System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4);
        uBuffer.put(uData);
        uBuffer.position(0);

        System.arraycopy(data, V_INDEX, vData, 0, LENGTH_4);
        vBuffer.put(vData);
        vBuffer.position(0);
    }


}
程序通过CameraImage类的draw函数,但图像仍然是黑色的

根据fragmentShaderCode,图像应为红色,但图像仍为黑色

程序似乎没有执行着色器

编辑: 我根据您发送给我的消息修改代码。我还添加了glerror分析。 我在那一行得到一个错误:

    Log.d(TAG, "Draw");
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
    CameraGLRenderer.checkGlError("glClear"); ///ERROR !!!!
这是我得到的错误:

08-21 07:12:03.644 6604-6622/com.example E/AndroidRuntime: FATAL EXCEPTION: GLThread 426
    Process: com.example, PID: 6604
    java.lang.RuntimeException: glClear: glError 1282
        at com.example.CameraGLRenderer.checkGlError(CameraGLRenderer.java:90)
编辑2: 我将CameraGLRenderer和CameraImage混合到stackoverflow上找到的一个类MyRenderer中:

public class MyRenderer implements GLSurfaceView.Renderer {
    public static final int recWidth = 1920;
    public static final int recHeight = 1080;

    private static final int U_INDEX = recWidth * recHeight;
    private static final int V_INDEX = recWidth * recHeight * 5 / 4;
    private static final int LENGTH = recWidth * recHeight;
    private static final int LENGTH_4 = recWidth * recHeight / 4;

    private int previewFrameWidth = 1920;
    private int previewFrameHeight = 1080;

    private int[] yTextureNames;
    private int[] uTextureNames;
    private int[] vTextureNames;

    private FloatBuffer mVertices;
    private ShortBuffer mIndices;

    private int mProgramObject;
    private int mPositionLoc;
    private int mTexCoordLoc;

    private int yTexture;
    private int uTexture;
    private int vTexture;

    private final float[] mVerticesData = {-1.f, 1.f, 0.0f, // Position 0
            0.0f, 0.0f, // TexCoord 0
            -1.f, -1.f, 0.0f, // Position 1
            0.0f, 1.0f, // TexCoord 1
            1.f, -1.f, 0.0f, // Position 2
            1.0f, 1.0f, // TexCoord 2
            1.f, 1.f, 0.0f, // Position 3
            1.0f, 0.0f // TexCoord 3
    };
    private final short[] mIndicesData = {0, 1, 2, 0, 2, 3};

    private ByteBuffer yBuffer;
    private ByteBuffer uBuffer;
    private ByteBuffer vBuffer;

    private IntBuffer frameBuffer;
    private IntBuffer renderBuffer;
    private IntBuffer parameterBufferWidth;
    private IntBuffer parameterBufferHeigth;

    byte[] ydata = new byte[LENGTH];
    byte[] uData = new byte[LENGTH_4];
    byte[] vData = new byte[LENGTH_4];

    public MyRenderer() {
        mVertices = ByteBuffer.allocateDirect(mVerticesData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
        mVertices.put(mVerticesData).position(0);

        mIndices = ByteBuffer.allocateDirect(mIndicesData.length * 2)
                .order(ByteOrder.nativeOrder()).asShortBuffer();
        mIndices.put(mIndicesData).position(0);

        yBuffer = ByteBuffer.allocateDirect(LENGTH);//MyGraphUtils.makeByteBuffer(LENGTH);
        uBuffer = ByteBuffer.allocateDirect(LENGTH_4);//MyGraphUtils.makeByteBuffer(LENGTH_4/* * 2*/);
        vBuffer = ByteBuffer.allocateDirect(LENGTH_4);//MyGraphUtils.makeByteBuffer(LENGTH_4);
    }



    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glActiveTexture(GLES20.GL_ACTIVE_TEXTURE);
        GLES20.glViewport(0, 0, width, height);
    }

    @Override
    public void onSurfaceCreated(GL10 gl10, javax.microedition.khronos.egl.EGLConfig eglConfig) {

//    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Log.d("debug", "on surface created");
        // Define a simple shader program for our point.
//        final String vShaderStr = readTextFileFromRawResource(activity, R.raw.v_simple);
//        final String fShaderStr = readTextFileFromRawResource(activity, R.raw.f_convert);

        //Our vertex shader code; nothing special
        String vShaderStr =
                "attribute vec4 a_position;                         \n" +
                        "attribute vec2 a_texCoord;                         \n" +
                        "varying vec2 v_texCoord;                           \n" +
                        "void main(){                                       \n" +
                        "   gl_Position = a_position;                       \n" +
                        "   v_texCoord = a_texCoord;                        \n" +
                        "}                                                  \n";

        //Our fragment shader code; takes Y,U,V values for each pixel and calculates R,G,B colors,
        //Effectively making YUV to RGB conversion
        String fShaderStr =
                "#ifdef GL_ES                                       \n" +
                        "precision highp float;                             \n" +
                        "#endif                                             \n" +

                        "varying vec2 v_texCoord;                           \n" +
                        "uniform sampler2D y_texture;                       \n" +
                        "uniform sampler2D u_texture;                      \n" +
                        "uniform sampler2D v_texture;                      \n" +
//
                        "void main (void){                                  \n" +
                        "   float r, g, b, y, u, v;                         \n" +

                    //We had put the Y values of each pixel to the R,G,B components by GL_LUMINANCE,
//                    //that's why we're pulling it from the R component, we could also use G or B
                    "   y = texture2D(y_texture, v_texCoord).r;         \n" +

                    //We had put the U and V values of each pixel to the A and R,G,B components of the
                    //texture respectively using GL_LUMINANCE_ALPHA. Since U,V bytes are interspread
                    //in the texture, this is probably the fastest way to use them in the shader
                    "   u = texture2D(u_texture, v_texCoord).a - 0.5;  \n" +
                    "   v = texture2D(v_texture, v_texCoord).r - 0.5;  \n" +


                    //The numbers are just YUV to RGB conversion constants
                        "   r = y + 1.13983*v;\n" +
                        "   g = y - 0.39465*u - 0.58060*v;\n" +
                        "   b = y + 2.03211*u;\n" +

                        //We finally set the RGB color of our pixel
                        "   gl_FragColor = vec4(r, g, b, 1.0);\n" +
                        "}                                                  \n";


        frameBuffer = IntBuffer.allocate(1);
        renderBuffer = IntBuffer.allocate(1);

        GLES20.glEnable(GLES20.GL_TEXTURE_2D);

        GLES20.glGenFramebuffers(1, frameBuffer);
        GLES20.glGenRenderbuffers(1, renderBuffer);
        GLES20.glActiveTexture(GLES20.GL_ACTIVE_TEXTURE);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer.get(0));
        GLES20.glClear(0);
        GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBuffer.get(0));

        GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16,
                1920, 1080);

        parameterBufferHeigth = IntBuffer.allocate(1);
        parameterBufferWidth = IntBuffer.allocate(1);
        GLES20.glGetRenderbufferParameteriv(GLES20.GL_RENDERBUFFER, GLES20.GL_RENDERBUFFER_WIDTH, parameterBufferWidth);
        GLES20.glGetRenderbufferParameteriv(GLES20.GL_RENDERBUFFER, GLES20.GL_RENDERBUFFER_HEIGHT, parameterBufferHeigth);
        GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER, renderBuffer.get(0));
        if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) {
            Log.d("debug", "gl frame buffer status != frame buffer complete");
        }
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
        GLES20.glClear(0);

        mProgramObject = loadProgram(vShaderStr, fShaderStr);

        // Get the attribute locations
        mPositionLoc = GLES20.glGetAttribLocation(mProgramObject, "a_position");
        mTexCoordLoc = GLES20.glGetAttribLocation(mProgramObject, "a_texCoord");

        GLES20.glEnable(GLES20.GL_TEXTURE_2D);
        yTexture = GLES20.glGetUniformLocation(mProgramObject, "y_texture");
        yTextureNames = new int[1];
        GLES20.glGenTextures(1, yTextureNames, 0);
        int yTextureName = yTextureNames[0];

        GLES20.glEnable(GLES20.GL_TEXTURE_2D);
        uTexture = GLES20.glGetUniformLocation(mProgramObject, "u_texture");
        uTextureNames = new int[1];
        GLES20.glGenTextures(1, uTextureNames, 0);
        int uTextureName = uTextureNames[0];

        GLES20.glEnable(GLES20.GL_TEXTURE_2D);
        vTexture = GLES20.glGetUniformLocation(mProgramObject, "v_texture");
        vTextureNames = new int[1];
        GLES20.glGenTextures(1, vTextureNames, 0);
        int vTextureName = vTextureNames[0];

        GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
    }

    @Override
    public final void onDrawFrame(GL10 gl) {
        Log.d("debug", "on Draw frame");
        // Clear the color buffer
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

        // Use the program object
        GLES20.glUseProgram(mProgramObject);
        CameraGLRenderer.checkGlError("toto");

        // Load the vertex position
        mVertices.position(0);
        GLES20.glVertexAttribPointer(mPositionLoc, 3, GLES20.GL_FLOAT, false, 5 * 4, mVertices);
        // Load the texture coordinate
        mVertices.position(3);
        GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 5 * 4, mVertices);
        CameraGLRenderer.checkGlError("toto");

        GLES20.glEnableVertexAttribArray(mPositionLoc);
        GLES20.glEnableVertexAttribArray(mTexCoordLoc);
        CameraGLRenderer.checkGlError("toto");

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTextureNames[0]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
                1920, 1080, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yBuffer);
        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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTextureNames[0]);
        GLES20.glUniform1i(yTexture, 0);
        CameraGLRenderer.checkGlError("toto");

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTextureNames[0]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
                960, 540, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, uBuffer);
        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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glActiveTexture(GLES20.GL_TEXTURE1 + 2);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTextureNames[0]);
        GLES20.glUniform1i(uTexture, 2);
        CameraGLRenderer.checkGlError("toto");

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTextureNames[0]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
                960, 540, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, vBuffer);
        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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glActiveTexture(GLES20.GL_TEXTURE1 + 1);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTextureNames[0]);
        GLES20.glUniform1i(vTexture, 1);

        GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices);

        CameraGLRenderer.checkGlError("toto");
    }


    public void setPreviewFrameSize(int realWidth, int realHeight) {
        previewFrameHeight = realHeight;
        previewFrameWidth = realWidth;
    }

//    public static String readTextFileFromRawResource(final Context context, final int resourceId) {
//        final InputStream inputStream = context.getResources().openRawResource(resourceId);
//        final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
//        final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
//
//        String nextLine;
//        final StringBuilder body = new StringBuilder();
//
//        try {
//            while ((nextLine = bufferedReader.readLine()) != null) {
//                body.append(nextLine);
//                body.append('\n');
//            }
//        } catch (IOException e) {
//            return null;
//        }
//
//        return body.toString();
//    }

    public static int loadShader(int type, String shaderSrc) {
        int shader;
        int[] compiled = new int[1];

        // Create the shader object
        shader = GLES20.glCreateShader(type);
        if (shader == 0) {
            return 0;
        }
        // Load the shader source
        GLES20.glShaderSource(shader, shaderSrc);
        // Compile the shader
        GLES20.glCompileShader(shader);
        // Check the compile status
        GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);

        if (compiled[0] == 0) {
            Log.e("ESShader", GLES20.glGetShaderInfoLog(shader));
            GLES20.glDeleteShader(shader);
            return 0;
        }
        return shader;
    }

    public static int loadProgram(String vertShaderSrc, String fragShaderSrc) {
        int vertexShader;
        int fragmentShader;
        int programObject;
        int[] linked = new int[1];

        // Load the vertex/fragment shaders
        vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertShaderSrc);
        if (vertexShader == 0) {
            return 0;
        }

        fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragShaderSrc);
        if (fragmentShader == 0) {
            GLES20.glDeleteShader(vertexShader);
            return 0;
        }

        // Create the program object
        programObject = GLES20.glCreateProgram();

        if (programObject == 0) {
            return 0;
        }

        GLES20.glAttachShader(programObject, vertexShader);
        GLES20.glAttachShader(programObject, fragmentShader);

        // Link the program
        GLES20.glLinkProgram(programObject);

        // Check the link status
        GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linked, 0);

        if (linked[0] == 0) {
            Log.e("ESShader", "Error linking program:");
            Log.e("ESShader", GLES20.glGetProgramInfoLog(programObject));
            GLES20.glDeleteProgram(programObject);
            return 0;
        }

        // Free up no longer needed shader resources
        GLES20.glDeleteShader(vertexShader);
        GLES20.glDeleteShader(fragmentShader);

        return programObject;
    }

    public void onPreviewFrame(byte[] data) {

        System.arraycopy(data, 0, ydata, 0, LENGTH);
        yBuffer.put(ydata);
        yBuffer.position(0);

        System.arraycopy(data, U_INDEX, uData, 0, LENGTH_4);
        uBuffer.put(uData);
        uBuffer.position(0);

        System.arraycopy(data, V_INDEX, vData, 0, LENGTH_4);
        vBuffer.put(vData);
        vBuffer.position(0);
    }
}
现在它画了一帧,然后我在第二张画上得到了一个glerror:
glError 1280

GLES30.glGetUniformLocation(mProgram,“u_纹理”)
GLES30.glGetUniformLocation(mProgram,“v_纹理”)
不会给出结果(返回-1),因为您没有制服
u_纹理
v_纹理
,但是在片段着色器中有一个统一的
统一采样2D uv_纹理
!?此外,纹理对象
ytextername
的纹理单元为1-
GLES30.glActiveTexture(
GLES30.GL_TEXTURE1
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D,ytextername)。因此,您必须为纹理采样器均匀设置1
y_纹理
GLES30.glUniform1i(yTexture,
1
它画了一个,然后我在第二个画上得到了一个glerror:glerror 1280错误1280是
GL\u INVALID\u ENUM
。第一次绘制和第二次绘制有什么不同?绘制函数执行一次,第二次我得到该错误。我修改了第二次编辑时提到的程序