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FFmpeg 开发系列连载:
FFmpeg 开发 (01):FFmpeg 编译和集成
FFmpeg 开发 (02):FFmpeg + ANativeWindow 实现视频解码播放
FFmpeg 开发 (03):FFmpeg + OpenSLES 实现音频解码播放
FFmpeg 开发 (04):FFmpeg + OpenGLES 实现音频可视化播放
后面 Android FFmpeg 开发系列文章中,咱们曾经利用 FFmpeg 的解码性能和 ANativeWindow 的渲染性能,实现了的视频的解码播放。然而,当你想为播放器做一些视频滤镜时,如加水印、旋转缩放等成果,应用 OpenGL ES 实现起来就极为不便。
OpenGLES 渲染解码帧
通过下面几节的介绍,咱们对音视频的解码过程曾经比拟相熟了。本文要用 OpenGL 实现视频的渲染,这里再回顾下视频的解码流程:
从流程图中能够看出,解码一帧图像后,首先将对图像进行格局转换,转换成 RGBA 格局,应用 OpenGL 或 ANativeWindow 能够间接进行渲染。
当然,应用 OpenGL 进行渲染时,为了晋升性能,能够将格局转换放到 GPU 上来做(即 shader 实现 YUV 到 RGB 的转换),也能够应用 OES 纹理间接接管 YUV 图像数据,这里就不进行开展讲了。
理解视频解码到渲染的流程之后,咱们就能够构建 OpenGL 渲染环境。从之前介绍 EGL 的文章中,咱们晓得在应用 OpenGL API 之前,必须要先利用 EGL 创立好 OpenGL 的渲染上下文环境。至于 EGL 怎么应用,能够参考文章 OpenGLES 与 EGL 的关系。
因为本文是面向初学者疾速上手 FFmpeg 开发,咱们间接利用 Android GLSurfaceView 类创立 OpenGL 渲染环境,GLSurfaceView 类曾经封装了 EGL 创立渲染上下文的操作,并启动了一个独立的渲染线程,完全符合咱们渲染视频解码帧的需要。
实际上,GLSurfaceView 类在生产开发中能够满足绝大多数的屏幕渲染场景,个别要实现多线程渲染的时候才须要咱们独自操作 EGL 的接口。
那么,你必定会有疑难:GLSurfaceView 是 Java 的类,难道要将 Native 层解码后的视频图像传到 Java 层再进行渲染吗?大可不必,咱们只须要将 Java 层的调用栈通过 JNI 延长到 Native 层即可。
GLSurfaceView 类 Renderer 接口对应渲染的三个要害函数,咱们通过 JNI 延长到 Native 层:
@Override | |
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {FFMediaPlayer.native_OnSurfaceCreated(); | |
} | |
@Override | |
public void onSurfaceChanged(GL10 gl10, int w, int h) {FFMediaPlayer.native_OnSurfaceChanged(w, h); | |
} | |
@Override | |
public void onDrawFrame(GL10 gl10) {FFMediaPlayer.native_OnDrawFrame(); | |
} | |
//for video openGL render | |
public static native void native_OnSurfaceCreated(); | |
public static native void native_OnSurfaceChanged(int width, int height); | |
public static native void native_OnDrawFrame(); |
而后,咱们在 Native 层创立一个 OpenGLRender 类来用来治理 OpenGL 的渲染。
// 接口 | |
class VideoRender { | |
public: | |
virtual ~VideoRender(){} | |
virtual void Init(int videoWidth, int videoHeight, int *dstSize) = 0; | |
virtual void RenderVideoFrame(NativeImage *pImage) = 0; | |
virtual void UnInit() = 0;}; | |
//OpenGLRender 类定义 | |
class OpenGLRender: public VideoRender{ | |
public: | |
virtual void Init(int videoWidth, int videoHeight, int *dstSize); | |
virtual void RenderVideoFrame(NativeImage *pImage); | |
virtual void UnInit(); | |
// 对应 Java 层 GLSurfaceView.Renderer 的三个接口 | |
void OnSurfaceCreated(); | |
void OnSurfaceChanged(int w, int h); | |
void OnDrawFrame(); | |
// 动态实例治理 | |
static OpenGLRender *GetInstance(); | |
static void ReleaseInstance(); | |
// 设置变换矩阵,管制图像的旋转缩放 | |
void UpdateMVPMatrix(int angleX, int angleY, float scaleX, float scaleY); | |
private: | |
OpenGLRender(); | |
virtual ~OpenGLRender(); | |
static std::mutex m_Mutex; | |
static OpenGLRender* s_Instance; | |
GLuint m_ProgramObj = GL_NONE; | |
GLuint m_TextureId; | |
GLuint m_VaoId; | |
GLuint m_VboIds[3]; | |
NativeImage m_RenderImage; | |
glm::mat4 m_MVPMatrix;// 变换矩阵 | |
}; |
OpenGLRender 类的残缺实现。
#include "OpenGLRender.h" | |
#include <GLUtils.h> | |
#include <gtc/matrix_transform.hpp> | |
OpenGLRender* OpenGLRender::s_Instance = nullptr; | |
std::mutex OpenGLRender::m_Mutex; | |
static char vShaderStr[] = | |
"#version 300 es\n" | |
"layout(location = 0) in vec4 a_position;\n" | |
"layout(location = 1) in vec2 a_texCoord;\n" | |
"uniform mat4 u_MVPMatrix;\n" | |
"out vec2 v_texCoord;\n" | |
"void main()\n" | |
"{\n" | |
"gl_Position = u_MVPMatrix * a_position;\n" | |
"v_texCoord = a_texCoord;\n" | |
"}"; | |
static char fShaderStr[] = | |
"#version 300 es\n" | |
"precision highp float;\n" | |
"in vec2 v_texCoord;\n" | |
"layout(location = 0) out vec4 outColor;\n" | |
"uniform sampler2D s_TextureMap;// 采样器 \n" | |
"void main()\n" | |
"{\n" | |
"outColor = texture(s_TextureMap, v_texCoord);\n" | |
"}"; | |
GLfloat verticesCoords[] = { | |
-1.0f, 1.0f, 0.0f, // Position 0 | |
-1.0f, -1.0f, 0.0f, // Position 1 | |
1.0f, -1.0f, 0.0f, // Position 2 | |
1.0f, 1.0f, 0.0f, // Position 3 | |
}; | |
GLfloat textureCoords[] = { | |
0.0f, 0.0f, // TexCoord 0 | |
0.0f, 1.0f, // TexCoord 1 | |
1.0f, 1.0f, // TexCoord 2 | |
1.0f, 0.0f // TexCoord 3 | |
}; | |
GLushort indices[] = { 0, 1, 2, 0, 2, 3}; | |
OpenGLRender::OpenGLRender() {} | |
OpenGLRender::~OpenGLRender() { | |
// 开释缓存图像 | |
NativeImageUtil::FreeNativeImage(&m_RenderImage); | |
} | |
// 初始化视频图像的宽和高 | |
void OpenGLRender::Init(int videoWidth, int videoHeight, int *dstSize) {LOGCATE("OpenGLRender::InitRender video[w, h]=[%d, %d]", videoWidth, videoHeight); | |
std::unique_lock<std::mutex> lock(m_Mutex); | |
m_RenderImage.format = IMAGE_FORMAT_RGBA; | |
m_RenderImage.width = videoWidth; | |
m_RenderImage.height = videoHeight; | |
dstSize[0] = videoWidth; | |
dstSize[1] = videoHeight; | |
m_FrameIndex = 0; | |
} | |
// 接管解码后的视频帧 | |
void OpenGLRender::RenderVideoFrame(NativeImage *pImage) {LOGCATE("OpenGLRender::RenderVideoFrame pImage=%p", pImage); | |
if(pImage == nullptr || pImage->ppPlane[0] == nullptr) | |
return; | |
// 加互斥锁,解码线程和渲染线程是 2 个不同的线程,防止数据拜访抵触 | |
std::unique_lock<std::mutex> lock(m_Mutex); | |
if(m_RenderImage.ppPlane[0] == nullptr) | |
{NativeImageUtil::AllocNativeImage(&m_RenderImage); | |
} | |
NativeImageUtil::CopyNativeImage(pImage, &m_RenderImage); | |
} | |
void OpenGLRender::UnInit() {} | |
// 设置变换矩阵,管制图像的旋转缩放 | |
void OpenGLRender::UpdateMVPMatrix(int angleX, int angleY, float scaleX, float scaleY) | |
{ | |
angleX = angleX % 360; | |
angleY = angleY % 360; | |
// 转化为弧度角 | |
float radiansX = static_cast<float>(MATH_PI / 180.0f * angleX); | |
float radiansY = static_cast<float>(MATH_PI / 180.0f * angleY); | |
// Projection matrix | |
glm::mat4 Projection = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, 0.1f, 100.0f); | |
//glm::mat4 Projection = glm::frustum(-ratio, ratio, -1.0f, 1.0f, 4.0f, 100.0f); | |
//glm::mat4 Projection = glm::perspective(45.0f,ratio, 0.1f,100.f); | |
// View matrix | |
glm::mat4 View = glm::lookAt(glm::vec3(0, 0, 4), // Camera is at (0,0,1), in World Space | |
glm::vec3(0, 0, 0), // and looks at the origin | |
glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down) | |
); | |
// Model matrix | |
glm::mat4 Model = glm::mat4(1.0f); | |
Model = glm::scale(Model, glm::vec3(scaleX, scaleY, 1.0f)); | |
Model = glm::rotate(Model, radiansX, glm::vec3(1.0f, 0.0f, 0.0f)); | |
Model = glm::rotate(Model, radiansY, glm::vec3(0.0f, 1.0f, 0.0f)); | |
Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 0.0f)); | |
m_MVPMatrix = Projection * View * Model; | |
} | |
void OpenGLRender::OnSurfaceCreated() {LOGCATE("OpenGLRender::OnSurfaceCreated"); | |
m_ProgramObj = GLUtils::CreateProgram(vShaderStr, fShaderStr); | |
if (!m_ProgramObj) | |
{LOGCATE("OpenGLRender::OnSurfaceCreated create program fail"); | |
return; | |
} | |
glGenTextures(1, &m_TextureId); | |
glBindTexture(GL_TEXTURE_2D, m_TextureId); | |
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); | |
glBindTexture(GL_TEXTURE_2D, GL_NONE); | |
// Generate VBO Ids and load the VBOs with data | |
glGenBuffers(3, m_VboIds); | |
glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCoords), verticesCoords, GL_STATIC_DRAW); | |
glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(textureCoords), textureCoords, GL_STATIC_DRAW); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); | |
// Generate VAO Id | |
glGenVertexArrays(1, &m_VaoId); | |
glBindVertexArray(m_VaoId); | |
glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]); | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *)0); | |
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE); | |
glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]); | |
glEnableVertexAttribArray(1); | |
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *)0); | |
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]); | |
glBindVertexArray(GL_NONE); | |
UpdateMVPMatrix(0, 0, 1.0f, 1.0f); | |
} | |
void OpenGLRender::OnSurfaceChanged(int w, int h) {LOGCATE("OpenGLRender::OnSurfaceChanged [w, h]=[%d, %d]", w, h); | |
m_ScreenSize.x = w; | |
m_ScreenSize.y = h; | |
glViewport(0, 0, w, h); | |
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); | |
} | |
void OpenGLRender::OnDrawFrame() {glClear(GL_COLOR_BUFFER_BIT); | |
if(m_ProgramObj == GL_NONE || m_TextureId == GL_NONE || m_RenderImage.ppPlane[0] == nullptr) return; | |
LOGCATE("OpenGLRender::OnDrawFrame [w, h]=[%d, %d]", m_RenderImage.width, m_RenderImage.height); | |
m_FrameIndex++; | |
//upload RGBA image data | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, m_TextureId); | |
// 加互斥锁,解码线程和渲染线程是 2 个不同的线程,防止数据拜访抵触 | |
std::unique_lock<std::mutex> lock(m_Mutex); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_RenderImage.width, m_RenderImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_RenderImage.ppPlane[0]); | |
lock.unlock(); | |
glBindTexture(GL_TEXTURE_2D, GL_NONE); | |
// Use the program object | |
glUseProgram (m_ProgramObj); | |
glBindVertexArray(m_VaoId); | |
GLUtils::setMat4(m_ProgramObj, "u_MVPMatrix", m_MVPMatrix); | |
// Bind the RGBA map | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, m_TextureId); | |
GLUtils::setFloat(m_ProgramObj, "s_TextureMap", 0); | |
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0); | |
} | |
// 单例模式,全局只有一个 OpenGLRender | |
OpenGLRender *OpenGLRender::GetInstance() {if(s_Instance == nullptr) | |
{std::lock_guard<std::mutex> lock(m_Mutex); | |
if(s_Instance == nullptr) | |
{s_Instance = new OpenGLRender(); | |
} | |
} | |
return s_Instance; | |
} | |
// 开释动态实例 | |
void OpenGLRender::ReleaseInstance() {if(s_Instance != nullptr) | |
{std::lock_guard<std::mutex> lock(m_Mutex); | |
if(s_Instance != nullptr) | |
{ | |
delete s_Instance; | |
s_Instance = nullptr; | |
} | |
} | |
} |
OpenGLRender 在 JNI 层的调用。
JNIEXPORT void JNICALL | |
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnSurfaceCreated(JNIEnv *env, | |
jclass clazz) {OpenGLRender::GetInstance()->OnSurfaceCreated();} | |
JNIEXPORT void JNICALL | |
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnSurfaceChanged(JNIEnv *env, | |
jclass clazz, jint width, | |
jint height) {OpenGLRender::GetInstance()->OnSurfaceChanged(width, height); | |
} | |
JNIEXPORT void JNICALL | |
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnDrawFrame(JNIEnv *env, jclass clazz) {OpenGLRender::GetInstance()->OnDrawFrame();} |
增加简略的视频滤镜
这里又回到了 OpenGL ES 开发畛域,对这一块感兴趣的同学能够参考这篇 Android OpenGL ES 从入门到精通系统性学习教程。
利用 OpenGL 实现好视频的渲染之后,能够很不便地利用 shader 增加你想要的视频滤镜,这里咱们间接能够参考相机滤镜的实现。
黑白滤镜
咱们将输入视频帧的一半渲染成经典黑白格调的图像,实现的 shader 如下:
// 黑白滤镜 | |
#version 300 es | |
precision highp float; | |
in vec2 v_texCoord; | |
layout(location = 0) out vec4 outColor; | |
uniform sampler2D s_TextureMap;// 采样器 | |
void main() | |
{outColor = texture(s_TextureMap, v_texCoord); | |
if(v_texCoord.x > 0.5) // 将输入视频帧的一半渲染成经典黑白格调的图像 | |
outColor = vec4(vec3(outColor.r*0.299 + outColor.g*0.587 + outColor.b*0.114), outColor.a); | |
} |
黑白滤镜的出现成果:
动静网格
动静网格滤镜是将视频图像分成规定的网格,动静批改网格的边框宽度,实现的 shader 如下:
//dynimic mesh 动静网格 | |
#version 300 es | |
precision highp float; | |
in vec2 v_texCoord; | |
layout(location = 0) out vec4 outColor; | |
uniform sampler2D s_TextureMap;// 采样器 | |
uniform float u_Offset; | |
uniform vec2 u_TexSize; | |
void main() | |
{ | |
vec2 imgTexCoord = v_texCoord * u_TexSize; | |
float sideLength = u_TexSize.y / 6.0; | |
float maxOffset = 0.15 * sideLength; | |
float x = mod(imgTexCoord.x, floor(sideLength)); | |
float y = mod(imgTexCoord.y, floor(sideLength)); | |
float offset = u_Offset * maxOffset; | |
if(offset <= x | |
&& x <= sideLength - offset | |
&& offset <= y | |
&& y <= sideLength - offset) | |
{outColor = texture(s_TextureMap, v_texCoord); | |
} | |
else | |
{outColor = vec4(1.0, 1.0, 1.0, 1.0); | |
} | |
} |
动静网格滤镜的渲染过程:
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, m_TextureId); | |
std::unique_lock<std::mutex> lock(m_Mutex); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_RenderImage.width, m_RenderImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_RenderImage.ppPlane[0]); | |
lock.unlock(); | |
glBindTexture(GL_TEXTURE_2D, GL_NONE); | |
// 指定着色器程序 | |
glUseProgram (m_ProgramObj); | |
// 绑定 VAO | |
glBindVertexArray(m_VaoId); | |
// 传入变换矩阵 | |
GLUtils::setMat4(m_ProgramObj, "u_MVPMatrix", m_MVPMatrix); | |
// 绑定纹理 | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, m_TextureId); | |
GLUtils::setFloat(m_ProgramObj, "s_TextureMap", 0); | |
// 设置偏移量 | |
float offset = (sin(m_FrameIndex * MATH_PI / 25) + 1.0f) / 2.0f; | |
GLUtils::setFloat(m_ProgramObj, "u_Offset", offset); | |
// 设置图像尺寸 | |
GLUtils::setVec2(m_ProgramObj, "u_TexSize", vec2(m_RenderImage.width, m_RenderImage.height)); | |
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0); |
动静网格滤镜的出现成果:
缩放和旋转
咱们在 GLSurfaceView 监听用户的滑动和缩放手势,管制 OpenGLRender 的变换矩阵,从而实现视频图像的旋转和缩放。
分割与交换
有疑难或技术交换能够增加我的微信:Byte-Flow