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Android使用Opengl錄像時(shí)添加水印

瀏覽:84日期:2022-09-25 08:13:21

最近需要開(kāi)發(fā)一個(gè)類似行車(chē)記錄儀的app,其中需要給錄制的視頻添加動(dòng)態(tài)水印。我使用的是OpenGL開(kāi)發(fā)的,剛開(kāi)始實(shí)現(xiàn)的是靜態(tài)水印,后面才實(shí)現(xiàn)的動(dòng)態(tài)水印。

先上效果圖,左下角的是靜態(tài)水印,中間偏下的是時(shí)間水?。▌?dòng)態(tài)水印):

Android使用Opengl錄像時(shí)添加水印

一、靜態(tài)水印

實(shí)現(xiàn)原理:錄像時(shí)是通過(guò)OpenGL把圖像渲染到GLSurfaceView上的,通俗的講,就是把圖片畫(huà)到一塊畫(huà)布上,然后展示出來(lái)。添加圖片水印,就是把水印圖片跟錄制的圖像一起畫(huà)到畫(huà)布上。

這是加載紋理跟陰影的Java類

package com.audiovideo.camera.blog;import android.opengl.GLES20;/** * Created by fenghaitao on 2019/9/12. */public class WaterSignSProgram{ private static int programId; private static final String VERTEX_SHADER = 'uniform mat4 uMVPMatrix;n' + 'attribute vec4 aPosition;n' + 'attribute vec4 aTextureCoord;n' + 'varying vec2 vTextureCoord;n' + 'void main() {n' + ' gl_Position = uMVPMatrix * aPosition;n' + ' vTextureCoord = aTextureCoord.xy;n' + '}n'; private static final String FRAGMENT_SHADER = 'precision mediump float;n' + 'varying vec2 vTextureCoord;n' + 'uniform sampler2D sTexture;n' + 'void main() {n' + ' gl_FragColor = texture2D(sTexture, vTextureCoord);n' + '}n'; public WaterSignSProgram() { programId = loadShader(VERTEX_SHADER, FRAGMENT_SHADER); uMVPMatrixLoc = GLES20.glGetUniformLocation(programId, 'uMVPMatrix'); checkLocation(uMVPMatrixLoc, 'uMVPMatrix'); aPositionLoc = GLES20.glGetAttribLocation(programId, 'aPosition'); checkLocation(aPositionLoc, 'aPosition'); aTextureCoordLoc = GLES20.glGetAttribLocation(programId, 'aTextureCoord'); checkLocation(aTextureCoordLoc, 'aTextureCoord'); sTextureLoc = GLES20.glGetUniformLocation(programId, 'sTexture'); checkLocation(sTextureLoc, 'sTexture'); } public int uMVPMatrixLoc; public int aPositionLoc; public int aTextureCoordLoc; public int sTextureLoc; public static void checkLocation(int location, String label) { if (location < 0) { throw new RuntimeException('Unable to locate ’' + label + '’ in program'); } }/** * 加載編譯連接陰影 * @param vss source of vertex shader * @param fss source of fragment shader * @return */public static int loadShader(final String vss, final String fss) { Log.v(TAG, 'loadShader:'); int vs = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vs, vss); GLES20.glCompileShader(vs); final int[] compiled = new int[1]; GLES20.glGetShaderiv(vs, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { Log.e(TAG, 'Failed to compile vertex shader:' + GLES20.glGetShaderInfoLog(vs)); GLES20.glDeleteShader(vs); vs = 0; } int fs = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fs, fss); GLES20.glCompileShader(fs); GLES20.glGetShaderiv(fs, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { Log.w(TAG, 'Failed to compile fragment shader:' + GLES20.glGetShaderInfoLog(fs)); GLES20.glDeleteShader(fs); fs = 0; } final int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vs); GLES20.glAttachShader(program, fs); GLES20.glLinkProgram(program); return program;} /** * terminatinng, this should be called in GL context */ public static void release() { if (programId >= 0) GLES20.glDeleteProgram(programId); programId = -1; }}

package com.audiovideo.camera.blog;import android.opengl.GLES20;import android.opengl.Matrix;import com.audiovideo.camera.glutils.GLDrawer2D;import com.audiovideo.camera.utils.LogUtil;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;這是畫(huà)水印的Java類/** * Created by fenghaitao on 2019/9/12. */public class WaterSignature { private static final String VERTEX_SHADER = 'uniform mat4 uMVPMatrix;n' + 'attribute vec4 aPosition;n' + 'attribute vec4 aTextureCoord;n' + 'varying vec2 vTextureCoord;n' + 'void main() {n' + ' gl_Position = uMVPMatrix * aPosition;n' + ' vTextureCoord = aTextureCoord.xy;n' + '}n'; private static final String FRAGMENT_SHADER = 'precision mediump float;n' + 'varying vec2 vTextureCoord;n' + 'uniform sampler2D sTexture;n' + 'void main() {n' + ' gl_FragColor = texture2D(sTexture, vTextureCoord);n' + '}n'; public static final int SIZE_OF_FLOAT = 4; /** * 一個(gè)“完整”的正方形,從兩維延伸到-1到1。 * 當(dāng) 模型/視圖/投影矩陣是都為單位矩陣的時(shí)候,這將完全覆蓋視口。 * 紋理坐標(biāo)相對(duì)于矩形是y反的。 * (This seems to work out right with external textures from SurfaceTexture.) */ private static final float FULL_RECTANGLE_COORDS[] = { -1.0f, -1.0f, // 0 bottom left 1.0f, -1.0f, // 1 bottom right -1.0f, 1.0f, // 2 top left 1.0f, 1.0f, // 3 top right }; private static final float FULL_RECTANGLE_TEX_COORDS[] = { 0.0f, 1.0f, //0 bottom left //0.0f, 0.0f, // 0 bottom left 1.0f, 1.0f, //1 bottom right //1.0f, 0.0f, // 1 bottom right 0.0f, 0.0f, //2 top left //0.0f, 1.0f, // 2 top left 1.0f, 0.0f, //3 top right //1.0f, 1.0f, // 3 top right }; private FloatBuffer mVertexArray; private FloatBuffer mTexCoordArray; private int mCoordsPerVertex; private int mCoordsPerTexture; private int mVertexCount; private int mVertexStride; private int mTexCoordStride; private int hProgram; public float[] mProjectionMatrix = new float[16];// 投影矩陣 public float[] mViewMatrix = new float[16]; // 攝像機(jī)位置朝向9參數(shù)矩陣 public float[] mModelMatrix = new float[16];// 模型變換矩陣 public float[] mMVPMatrix = new float[16];// 獲取具體物體的總變換矩陣 private float[] getFinalMatrix() { Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); return mMVPMatrix; } public WaterSignature() { mVertexArray = createFloatBuffer(FULL_RECTANGLE_COORDS); mTexCoordArray = createFloatBuffer(FULL_RECTANGLE_TEX_COORDS); mCoordsPerVertex = 2; mCoordsPerTexture = 2; mVertexCount = FULL_RECTANGLE_COORDS.length / mCoordsPerVertex; // 4 mTexCoordStride = 2 * SIZE_OF_FLOAT; mVertexStride = 2 * SIZE_OF_FLOAT; Matrix.setIdentityM(mProjectionMatrix, 0); Matrix.setIdentityM(mViewMatrix, 0); Matrix.setIdentityM(mModelMatrix, 0); Matrix.setIdentityM(mMVPMatrix, 0); hProgram = GLDrawer2D.loadShader(VERTEX_SHADER, FRAGMENT_SHADER); GLES20.glUseProgram(hProgram); } private FloatBuffer createFloatBuffer(float[] coords) { ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * SIZE_OF_FLOAT); bb.order(ByteOrder.nativeOrder()); FloatBuffer fb = bb.asFloatBuffer(); fb.put(coords); fb.position(0); return fb; } private WaterSignSProgram mProgram; public void setShaderProgram(WaterSignSProgram mProgram) { this.mProgram = mProgram; } public void drawFrame(int mTextureId) { GLES20.glUseProgram(hProgram); // 設(shè)置紋理 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId); GLES20.glUniform1i(mProgram.sTextureLoc, 0); GlUtil.checkGlError('GL_TEXTURE_2D sTexture'); // 設(shè)置 model / view / projection 矩陣 GLES20.glUniformMatrix4fv(mProgram.uMVPMatrixLoc, 1, false, getFinalMatrix(), 0); GlUtil.checkGlError('glUniformMatrix4fv uMVPMatrixLoc'); // 使用簡(jiǎn)單的VAO 設(shè)置頂點(diǎn)坐標(biāo)數(shù)據(jù) GLES20.glEnableVertexAttribArray(mProgram.aPositionLoc); GLES20.glVertexAttribPointer(mProgram.aPositionLoc, mCoordsPerVertex,GLES20.GL_FLOAT, false, mVertexStride, mVertexArray); GlUtil.checkGlError('VAO aPositionLoc'); // 使用簡(jiǎn)單的VAO 設(shè)置紋理坐標(biāo)數(shù)據(jù) GLES20.glEnableVertexAttribArray(mProgram.aTextureCoordLoc); GLES20.glVertexAttribPointer(mProgram.aTextureCoordLoc, mCoordsPerTexture,GLES20.GL_FLOAT, false, mTexCoordStride, mTexCoordArray); GlUtil.checkGlError('VAO aTextureCoordLoc'); // GL_TRIANGLE_STRIP三角形帶,這就為啥只需要指出4個(gè)坐標(biāo)點(diǎn),就能畫(huà)出兩個(gè)三角形了。 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mVertexCount); // Done -- 解綁~ GLES20.glDisableVertexAttribArray(mProgram.aPositionLoc); GLES20.glDisableVertexAttribArray(mProgram.aTextureCoordLoc); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); GLES20.glUseProgram(0); } /** * terminatinng, this should be called in GL context */ public void release() { if (hProgram >= 0) GLES20.glDeleteProgram(hProgram); hProgram = -1; } /** * 刪除texture */ public static void deleteTex(final int hTex) { LogUtil.v('WaterSignature', 'deleteTex:'); final int[] tex = new int[] {hTex}; GLES20.glDeleteTextures(1, tex, 0); }}

沒(méi)時(shí)間了。先寫(xiě)到這,后面是調(diào)用,遲點(diǎn)再寫(xiě)。

下面是如何把水印繪制到畫(huà)布上:

1、在SurfaceTexture的onSurfaceCreated方法中初始化并設(shè)置陰影;

@Override public void onSurfaceCreated(final GL10 unused, final EGLConfig config) { LogUtil.v(TAG, 'onSurfaceCreated:'); // This renderer required OES_EGL_image_external extension final String extensions = GLES20.glGetString(GLES20.GL_EXTENSIONS); // API >= 8 // 使用黃色清除界面 GLES20.glClearColor(1.0f, 1.0f, 0.0f, 1.0f); //設(shè)置水印 if (mWaterSign == null) {mWaterSign = new WaterSignature(); } //設(shè)置陰影 mWaterSign.setShaderProgram(new WaterSignSProgram()); mSignTexId = loadTexture(MyApplication.getContext(), R.mipmap.watermark); }

這里是生成mSignTexId 的方法,把該圖像與紋理id綁定并返回:

public static int loadTexture(Context context, int resourceId) { final int[] textureObjectIds = new int[1]; GLES20.glGenTextures(1, textureObjectIds, 0); if(textureObjectIds[0] == 0){ Log.e(TAG,'Could not generate a new OpenGL texture object!'); return 0; } final BitmapFactory.Options options = new BitmapFactory.Options(); options.inScaled = false; //指定需要的是原始數(shù)據(jù),非壓縮數(shù)據(jù) final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options); if(bitmap == null){ Log.e(TAG, 'Resource ID '+resourceId + 'could not be decode'); GLES20.glDeleteTextures(1, textureObjectIds, 0); return 0; } //告訴OpenGL后面紋理調(diào)用應(yīng)該是應(yīng)用于哪個(gè)紋理對(duì)象 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureObjectIds[0]); //設(shè)置縮小的時(shí)候(GL_TEXTURE_MIN_FILTER)使用mipmap三線程過(guò)濾 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR); //設(shè)置放大的時(shí)候(GL_TEXTURE_MAG_FILTER)使用雙線程過(guò)濾 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); //Android設(shè)備y坐標(biāo)是反向的,正常圖顯示到設(shè)備上是水平顛倒的,解決方案就是設(shè)置紋理包裝,紋理T坐標(biāo)(y)設(shè)置鏡面重復(fù) //ball讀取紋理的時(shí)候 t范圍坐標(biāo)取正常值+1 //GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_MIRRORED_REPEAT); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); //快速生成mipmap貼圖 GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); //解除紋理操作的綁定 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); return textureObjectIds[0];}

2、在繪制方法onDrawFrame中繪制畫(huà)面的同時(shí)把水印繪制進(jìn)去;

/** * 繪圖到glsurface * 我們將rendermode設(shè)置為glsurfaceview.rendermode_when_dirty, * 僅當(dāng)調(diào)用requestrender時(shí)調(diào)用此方法(=需要更新紋理時(shí)) * 如果不在臟時(shí)設(shè)置rendermode,則此方法的最大調(diào)用速度為60fps。 */ @Override public void onDrawFrame(final GL10 unused) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); GLES20.glEnable(GLES20.GL_BLEND); //開(kāi)啟GL的混合模式,即圖像疊加 GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); /** *中間這里是你繪制的預(yù)覽畫(huà)面 */ //畫(huà)水?。ǚ莿?dòng)態(tài)) GLES20.glViewport(20, 20, 288, 120); mWaterSign.drawFrame(mSignTexId); }

這里最重要的是要開(kāi)啟GL的混合模式,即圖像疊加,不然你繪制的水印會(huì)覆蓋原先的預(yù)覽畫(huà)面

//開(kāi)啟GL的混合模式,即圖像疊加GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持好吧啦網(wǎng)。

標(biāo)簽: Android
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