OpenGL Texture C++ Camera Filter滤镜

             

     前言:   

        GitHub地址:GitHub - wangyongyao1989/WyFFmpeg: 音视频相关基础实现

        系列文章:

        1.  OpenGL Texture C++ 预览Camera视频

        2.  OpenGL Texture C++ Camera Filter滤镜;

        3.  OpenGL 自定义SurfaceView Texture C++预览Camera视频;

        4.  OpenGL Texture C++ Camera Filter滤镜视频录制;

         基于OpenGL Texture纹理的强大功能,在片段着色器(Shader)中编写GLSL代码,对YUV的数据进行数据转换从而实现视频编辑软件中的相机滤镜功能。

        接上一篇OpenGL Texture C++ 预览Camera视频的功能实现,本篇来实现Camera滤镜效果并各种滤镜的切换。

        项目github地址:GitHub - wangyongyao1989/WyFFmpeg: 音视频相关基础实现

       效果展示:

         

filter_switch_show1

一.着色器程序创建及切换:

        着色器的编译/链接/使用基于上一篇OpenGL Texture C++ 预览Camera视频的OpenGLTextureVideoRender类进行createProgram() -> createTextures() -> draw() -> render()扩展应用,代码如下:

//  Author : wangyongyao https://github.com/wangyongyao1989
// Created by MMM on 2024/9/5.
//

#include "OpenglesTexureVideoRender.h"
#include "OpenGLShader.h"

void
OpenglesTexureVideoRender::init(ANativeWindow *window, AAssetManager *assetManager, size_t width,
                                size_t height) {
    LOGI("OpenglesTexureVideoRender init==%d, %d", width, width);
    m_backingWidth = width;
    m_backingHeight = height;
}

void OpenglesTexureVideoRender::render() {
//    LOGI("OpenglesTexureVideoRender render");

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    if (!updateTextures() || !useProgram()) return;

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}

void OpenglesTexureVideoRender::updateFrame(const video_frame &frame) {
    m_sizeY = frame.width * frame.height;
    m_sizeU = frame.width * frame.height / 4;
    m_sizeV = frame.width * frame.height / 4;

    if (m_pDataY == nullptr || m_width != frame.width || m_height != frame.height) {
        m_pDataY = std::make_unique<uint8_t[]>(m_sizeY + m_sizeU + m_sizeV);
        m_pDataU = m_pDataY.get() + m_sizeY;
        m_pDataV = m_pDataU + m_sizeU;
        isProgramChanged = true;
    }

    m_width = frame.width;
    m_height = frame.height;

    if (m_width == frame.stride_y) {
        memcpy(m_pDataY.get(), frame.y, m_sizeY);
    } else {
        uint8_t *pSrcY = frame.y;
        uint8_t *pDstY = m_pDataY.get();

        for (int h = 0; h < m_height; h++) {
            memcpy(pDstY, pSrcY, m_width);

            pSrcY += frame.stride_y;
            pDstY += m_width;
        }
    }

    if (m_width / 2 == frame.stride_uv) {
        memcpy(m_pDataU, frame.u, m_sizeU);
        memcpy(m_pDataV, frame.v, m_sizeV);
    } else {
        uint8_t *pSrcU = frame.u;
        uint8_t *pSrcV = frame.v;
        uint8_t *pDstU = m_pDataU;
        uint8_t *pDstV = m_pDataV;

        for (int h = 0; h < m_height / 2; h++) {
            memcpy(pDstU, pSrcU, m_width / 2);
            memcpy(pDstV, pSrcV, m_width / 2);

            pDstU += m_width / 2;
            pDstV += m_width / 2;

            pSrcU += frame.stride_uv;
            pSrcV += frame.stride_uv;
        }
    }

    isDirty = true;
}

void OpenglesTexureVideoRender::draw(uint8_t *buffer, size_t length, size_t width, size_t height,
                                     float rotation) {
    m_length = length;
    m_rotation = rotation;

    video_frame frame{};
    frame.width = width;
    frame.height = height;
    frame.stride_y = width;
    frame.stride_uv = width / 2;
    frame.y = buffer;
    frame.u = buffer + width * height;
    frame.v = buffer + width * height * 5 / 4;

    updateFrame(frame);
}

void OpenglesTexureVideoRender::setParameters(uint32_t params) {
    m_params = params;
}

uint32_t OpenglesTexureVideoRender::getParameters() {
    return m_params;
}

bool OpenglesTexureVideoRender::createTextures() {
    auto widthY = (GLsizei) m_width;
    auto heightY = (GLsizei) m_height;

    glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &m_textureIdY);
    glBindTexture(GL_TEXTURE_2D, m_textureIdY);
    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);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widthY, heightY, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
                 nullptr);

    if (!m_textureIdY) {
        LOGE("OpenGL Error Create Y texture");
        return false;
    }

    GLsizei widthU = (GLsizei) m_width / 2;
    GLsizei heightU = (GLsizei) m_height / 2;

    glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &m_textureIdU);
    glBindTexture(GL_TEXTURE_2D, m_textureIdU);
    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);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widthU, heightU, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
                 nullptr);

    if (!m_textureIdU) {
        LOGE("OpenGL Error Create U texture");
        return false;
    }

    GLsizei widthV = (GLsizei) m_w
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