对正在播放的video应用效果

我是Open Gl世界的新手,我已经google了很多,但我无法find一种方法来实现对正在播放的video的效果 。 经过一些研究,我终于find了一个可用于在GLSurfaceView上播放video的课程。 我从Google文档中了解到,我们可以对video应用效果。

通过这篇文章,我能够成功地对位图应用效果。 现在我想为我的video做到这一点,所以任何帮助或指针都表示赞赏。

这是我用于渲染正在播放的video的VideoSurfaceView

package me.crossle.demo.surfacetexture; import java.io.IOException; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.annotation.SuppressLint; import android.content.Context; import android.graphics.SurfaceTexture; import android.media.MediaPlayer; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.Matrix; import android.util.Log; import android.view.Surface; @SuppressLint("ViewConstructor") class VideoSurfaceView extends GLSurfaceView { VideoRender mRenderer; private MediaPlayer mMediaPlayer = null; public VideoSurfaceView(Context context, MediaPlayer mp) { super(context); setEGLContextClientVersion(2); mMediaPlayer = mp; mRenderer = new VideoRender(context); setRenderer(mRenderer); } @Override public void onResume() { queueEvent(new Runnable(){ public void run() { mRenderer.setMediaPlayer(mMediaPlayer); }}); super.onResume(); } private static class VideoRender implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener { private static String TAG = "VideoRender"; private static final int FLOAT_SIZE_BYTES = 4; private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; private final float[] mTriangleVerticesData = { // X, Y, Z, U, V -1.0f, -1.0f, 0, 0.f, 0.f, 1.0f, -1.0f, 0, 1.f, 0.f, -1.0f, 1.0f, 0, 0.f, 1.f, 1.0f, 1.0f, 0, 1.f, 1.f, }; private FloatBuffer mTriangleVertices; private final String mVertexShader = "uniform mat4 uMVPMatrix;\n" + "uniform mat4 uSTMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" + "}\n"; private final String mFragmentShader = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + "}\n"; private float[] mMVPMatrix = new float[16]; private float[] mSTMatrix = new float[16]; private int mProgram; private int mTextureID; private int muMVPMatrixHandle; private int muSTMatrixHandle; private int maPositionHandle; private int maTextureHandle; private SurfaceTexture mSurface; private boolean updateSurface = false; private static int GL_TEXTURE_EXTERNAL_OES = 0x8D65; private MediaPlayer mMediaPlayer; public VideoRender(Context context) { mTriangleVertices = ByteBuffer.allocateDirect( mTriangleVerticesData.length * FLOAT_SIZE_BYTES) .order(ByteOrder.nativeOrder()).asFloatBuffer(); mTriangleVertices.put(mTriangleVerticesData).position(0); Matrix.setIdentityM(mSTMatrix, 0); } public void setMediaPlayer(MediaPlayer player) { mMediaPlayer = player; } @Override public void onDrawFrame(GL10 glUnused) { synchronized(this) { if (updateSurface) { mSurface.updateTexImage(); mSurface.getTransformMatrix(mSTMatrix); updateSurface = false; } } GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f); GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); GLES20.glUseProgram(mProgram); checkGlError("glUseProgram"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maPosition"); GLES20.glEnableVertexAttribArray(maPositionHandle); checkGlError("glEnableVertexAttribArray maPositionHandle"); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maTextureHandle"); GLES20.glEnableVertexAttribArray(maTextureHandle); checkGlError("glEnableVertexAttribArray maTextureHandle"); Matrix.setIdentityM(mMVPMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); checkGlError("glDrawArrays"); GLES20.glFinish(); } @Override public void onSurfaceChanged(GL10 glUnused, int width, int height) { } @Override public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { mProgram = createProgram(mVertexShader, mFragmentShader); if (mProgram == 0) { return; } maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); checkGlError("glGetAttribLocation aPosition"); if (maPositionHandle == -1) { throw new RuntimeException("Could not get attrib location for aPosition"); } maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); checkGlError("glGetAttribLocation aTextureCoord"); if (maTextureHandle == -1) { throw new RuntimeException("Could not get attrib location for aTextureCoord"); } muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); checkGlError("glGetUniformLocation uMVPMatrix"); if (muMVPMatrixHandle == -1) { throw new RuntimeException("Could not get attrib location for uMVPMatrix"); } muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix"); checkGlError("glGetUniformLocation uSTMatrix"); if (muSTMatrixHandle == -1) { throw new RuntimeException("Could not get attrib location for uSTMatrix"); } int[] textures = new int[1]; GLES20.glGenTextures(1, textures, 0); mTextureID = textures[0]; GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID); checkGlError("glBindTexture mTextureID"); GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); /* * Create the SurfaceTexture that will feed this textureID, * and pass it to the MediaPlayer */ mSurface = new SurfaceTexture(mTextureID); mSurface.setOnFrameAvailableListener(this); Surface surface = new Surface(mSurface); mMediaPlayer.setSurface(surface); mMediaPlayer.setScreenOnWhilePlaying(true); surface.release(); try { mMediaPlayer.prepare(); } catch (IOException t) { Log.e(TAG, "media player prepare failed"); } synchronized(this) { updateSurface = false; } mMediaPlayer.start(); } synchronized public void onFrameAvailable(SurfaceTexture surface) { updateSurface = true; } private int loadShader(int shaderType, String source) { int shader = GLES20.glCreateShader(shaderType); if (shader != 0) { GLES20.glShaderSource(shader, source); GLES20.glCompileShader(shader); int[] compiled = new int[1]; GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { Log.e(TAG, "Could not compile shader " + shaderType + ":"); Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); GLES20.glDeleteShader(shader); shader = 0; } } return shader; } private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); if (program != 0) { GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } } return program; } private void checkGlError(String op) { int error; while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { Log.e(TAG, op + ": glError " + error); throw new RuntimeException(op + ": glError " + error); } } } // End of class VideoRender. } // End of class VideoSurfaceView. 

这是我的MainActivity

 package me.crossle.demo.surfacetexture; import java.io.File; import android.app.Activity; import android.content.res.AssetFileDescriptor; import android.content.res.Resources; import android.media.MediaPlayer; import android.os.Bundle; import android.os.Environment; import android.util.Log; public class MainActivity extends Activity { private static final String TAG = "MainActivity"; protected Resources mResources; private VideoSurfaceView mVideoView = null; private MediaPlayer mMediaPlayer = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mResources = getResources(); mMediaPlayer = new MediaPlayer(); try { File dir = Environment .getExternalStoragePublicDirectory(Environment.DIRECTORY_DOWNLOADS); File file = new File(dir, "video.mp4"); mMediaPlayer.setDataSource(file.getAbsolutePath()); } catch (Exception e) { Log.e(TAG, e.getMessage(), e); } mVideoView = new VideoSurfaceView(this, mMediaPlayer); setContentView(mVideoView); } @Override protected void onResume() { super.onResume(); mVideoView.onResume(); } } 

Solutions Collecting From Web of "对正在播放的video应用效果"

我已经解决了这个问题,我发布了答案,以防其他人也在寻找在他们的video上应用不同filter的方法。

在被Lunero和Fadden指向正确的方向后,我现在能够将几乎所有的EffectFactory效果应用于正在播放的video。 虽然这些效果仅用于预览目的,并且不会更改原始video,但仍然可以为我完成工作。

我做的是我更改了应用于正在渲染的video的FragmentShaders代码,我能够实现不同的效果。

这是一些fragmentShaders的代码。

黑白效果

 String fragmentShader = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "void main() {\n" + " vec4 color = texture2D(sTexture, vTextureCoord);\n" + " float colorR = (color.r + color.g + color.b) / 3.0;\n" + " float colorG = (color.r + color.g + color.b) / 3.0;\n" + " float colorB = (color.r + color.g + color.b) / 3.0;\n" + " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n" + "}\n"; 

负面影响

 String fragmentShader = "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform samplerExternalOES sTexture;\n" + "void main() {\n" + " vec4 color = texture2D(sTexture, vTextureCoord);\n" + " float colorR = (1.0 - color.r) / 1.0;\n" + " float colorG = (1.0 - color.g) / 1.0;\n" + " float colorB = (1.0 - color.b) / 1.0;\n" + " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n" + "}\n"; 

原始video没有任何影响

在此处输入图像描述

具有黑白效果的video

黑白效果

具有负面影响的video

负面影响

如果你想应用更多效果,那么我建议你看一下github上的VidEffects 。 它将帮助您对video应用许多不同的效果。