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