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Opengl ES之RGB转NV21

来源:博客园

前言

在上一篇理论文章中我们介绍了YUV到RGB之间转换的几种公式与一些优化算法,今天我们再来介绍一下RGB到YUV的转换,顺便使用Opengl ES做个实践,将一张RGB的图片通过Shader的方式转换YUV格式图,然后保存到本地。

可能有的童鞋会问,YUV转RGB是为了渲染显示,那么RGB转YUV的应用场景是什么?在做视频编码的时候我们可以使用MediaCodec搭配Surface就可以完成,貌似也没有用到RGB转YUV的功能啊,硬编码没有用到,那么软编码呢?一般我们做视频编码的时候都是硬编码优先,软编码兜底的原则,在遇到一些硬编码不可用的情况下可能就需要用到x264库进行软编码了,而此时RGB转YUV可能就派上用场啦。


(资料图片仅供参考)

RGB到YUV的转换公式

在前面 Opengl ES之YUV数据渲染 一文中我们介绍过YUV的几种兼容标准,下面我们看看RGB到YUV的转换公式:

RGB 转 BT.601 YUV

Y  =  0.257R + 0.504G + 0.098B + 16Cb = -0.148R - 0.291G + 0.439B + 128Cr =  0.439R - 0.368G - 0.071B + 128

RGB 转 BT.709 YUV

Y  =  0.183R + 0.614G + 0.062B + 16Cb = -0.101R - 0.339G + 0.439B + 128Cr =  0.439R - 0.399G - 0.040B + 128

或者也可以使用矩阵运算的方式进行转换,更加的便捷:

RGB转YUV

先说一下RGB转YUV的过程,先将RGB数据按照公式转换为YUV数据,然后将YUV数据按照RGBA进行排布,这一步的目的是为了后续数据读取,最后使用glReadPixels读取YUV数据。

而对于OpenGL ES来说,目前它输入只认RGBA、lumiance、luminace alpha这几个格式,输出大多数实现只认RGBA格式,因此输出的数据格式虽然是YUV格式,但是在存储时我们仍然要按照RGBA方式去访问texture数据。

以NV21的YUV数据为例,它的内存大小为width x height * 3 / 2。如果是RGBA的格式存储的话,占用的内存空间大小是width x height x 4(因为 RGBA 一共4个通道)。很显然它们的内存大小是对不上的,那么该如何调整Opengl buffer的大小让RGBA的输出能对应上YUV的输出呢?我们可以设计输出的宽为width / 4,高为height * 3 / 2即可。

为什么是这样的呢?虽然我们的目的是将RGB转换成YUV,但是我们的输入和输出时读取的类型GLenum是依然是RGBA,也就是说:width x height x 4 = (width / 4) x (height * 3 / 2) * 4

而YUV数据在内存中的分布以下这样子的:

width / 4|--------------||              ||              | h|      Y       ||--------------|            |   U   |  V   ||       |      |  h / 2|--------------|

那么上面的排序如果进行了归一化之后呢,就变成了下面这样子了:

(0,0) width / 4  (1,0)|--------------||              ||              |  h|      Y       ||--------------|  (1,2/3)          |   U   |  V   ||       |      |  h / 2|--------------|(0,1)           (1,1)

从上面的排布可以看出看出,在纹理坐标y < (2/3)时,需要完成一次对整个纹理的采样,用于生成Y数据,当纹理坐标 y > (2/3)时,同样需要再进行一次对整个纹理的采样,用于生成UV的数据。同时还需要将我们的视窗设置为glViewport(0, 0, width / 4, height * 1.5);

由于视口宽度设置为原来的 1/4 ,可以简单的认为相对于原来的图像每隔4个像素做一次采样,由于我们生成Y数据是要对每一个像素都进行采样,所以还需要进行3次偏移采样。

同理,生成对于UV数据也需要进行3次额外的偏移采样。

在着色器中offset变量需要设置为一个归一化之后的值:1.0/width, 按照原理图,在纹理坐标 y < (2/3) 范围,一次采样(加三次偏移采样)4 个 RGBA 像素(R,G,B,A)生成 1 个(Y0,Y1,Y2,Y3),整个范围采样结束时填充好 width*height大小的缓冲区;当纹理坐标 y > (2/3) 范围,一次采样(加三次偏移采样)4 个 RGBA 像素(R,G,B,A)生成 1 个(V0,U0,V0,U1),又因为 UV 缓冲区的高度为 height/2 ,VU plane 在垂直方向的采样是隔行进行,整个范围采样结束时填充好 width*height/2大小的缓冲区。

主要代码

RGBtoYUVOpengl.cpp#include "../utils/Log.h"#include "RGBtoYUVOpengl.h"// 顶点着色器static const char *ver = "#version 300 es\n"                         "in vec4 aPosition;\n"                         "in vec2 aTexCoord;\n"                         "out vec2 v_texCoord;\n"                         "void main() {\n"                         "  v_texCoord = aTexCoord;\n"                         "  gl_Position = aPosition;\n"                         "}";// 片元着色器static const char *fragment = "#version 300 es\n"                              "precision mediump float;\n"                              "in vec2 v_texCoord;\n"                              "layout(location = 0) out vec4 outColor;\n"                              "uniform sampler2D s_TextureMap;\n"                              "uniform float u_Offset;\n"                              "const vec3 COEF_Y = vec3(0.299, 0.587, 0.114);\n"                              "const vec3 COEF_U = vec3(-0.147, -0.289, 0.436);\n"                              "const vec3 COEF_V = vec3(0.615, -0.515, -0.100);\n"                              "const float UV_DIVIDE_LINE = 2.0 / 3.0;\n"                              "void main(){\n"                              "    vec2 texelOffset = vec2(u_Offset, 0.0);\n"                              "    if (v_texCoord.   y <= UV_DIVIDE_LINE) {\n"                              "        vec2 texCoord = vec2(v_texCoord.   x, v_texCoord.   y * 3.0 / 2.0);\n"                              "        vec4 color0 = texture(s_TextureMap, texCoord);\n"                              "        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);\n"                              "        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);\n"                              "        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);\n"                              "        float y0 = dot(color0.   rgb, COEF_Y);\n"                              "        float y1 = dot(color1.   rgb, COEF_Y);\n"                              "        float y2 = dot(color2.   rgb, COEF_Y);\n"                              "        float y3 = dot(color3.   rgb, COEF_Y);\n"                              "        outColor = vec4(y0, y1, y2, y3);\n"                              "    } else {\n"                              "        vec2 texCoord = vec2(v_texCoord.x, (v_texCoord.y - UV_DIVIDE_LINE) * 3.0);\n"                              "        vec4 color0 = texture(s_TextureMap, texCoord);\n"                              "        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);\n"                              "        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);\n"                              "        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);\n"                              "        float v0 = dot(color0.   rgb, COEF_V) + 0.5;\n"                              "        float u0 = dot(color1.   rgb, COEF_U) + 0.5;\n"                              "        float v1 = dot(color2.   rgb, COEF_V) + 0.5;\n"                              "        float u1 = dot(color3.   rgb, COEF_U) + 0.5;\n"                              "        outColor = vec4(v0, u0, v1, u1);\n"                              "    }\n"                              "}";// 使用绘制两个三角形组成一个矩形的形式(三角形带)// 第一第二第三个点组成一个三角形,第二第三第四个点组成一个三角形const static GLfloat VERTICES[] = {        1.0f,-1.0f, // 右下        1.0f,1.0f, // 右上        -1.0f,-1.0f, // 左下        -1.0f,1.0f // 左上};// FBO贴图纹理坐标(参考手机屏幕坐标系统,原点在左下角)// 注意坐标不要错乱const static GLfloat TEXTURE_COORD[] = {        1.0f,0.0f, // 右下        1.0f,1.0f, // 右上        0.0f,0.0f, // 左下        0.0f,1.0f // 左上};RGBtoYUVOpengl::RGBtoYUVOpengl() {    initGlProgram(ver,fragment);    positionHandle = glGetAttribLocation(program,"aPosition");    textureHandle = glGetAttribLocation(program,"aTexCoord");    textureSampler = glGetUniformLocation(program,"s_TextureMap");    u_Offset = glGetUniformLocation(program,"u_Offset");    LOGD("program:%d",program);    LOGD("positionHandle:%d",positionHandle);    LOGD("textureHandle:%d",textureHandle);    LOGD("textureSample:%d",textureSampler);    LOGD("u_Offset:%d",u_Offset);}RGBtoYUVOpengl::~RGBtoYUVOpengl() noexcept {}void RGBtoYUVOpengl::fboPrepare() {    glGenTextures(1, &fboTextureId);    // 绑定纹理    glBindTexture(GL_TEXTURE_2D, fboTextureId);    // 为当前绑定的纹理对象设置环绕、过滤方式    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameteri(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);    glGenFramebuffers(1,&fboId);    glBindFramebuffer(GL_FRAMEBUFFER,fboId);    // 绑定纹理    glBindTexture(GL_TEXTURE_2D,fboTextureId);    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextureId, 0);    // 这个纹理是多大的?    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth / 4, imageHeight * 1.5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);    // 检查FBO状态    if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {        LOGE("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");    }    // 解绑    glBindTexture(GL_TEXTURE_2D, GL_NONE);    glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);}// 渲染逻辑void RGBtoYUVOpengl::onDraw() {    // 绘制到FBO上去    // 绑定fbo    glBindFramebuffer(GL_FRAMEBUFFER, fboId);    glPixelStorei(GL_UNPACK_ALIGNMENT,1);    // 设置视口大小    glViewport(0, 0,imageWidth / 4, imageHeight * 1.5);    glClearColor(0.0f, 1.0f, 0.0f, 1.0f);    glClear(GL_COLOR_BUFFER_BIT);    glUseProgram(program);    // 激活纹理    glActiveTexture(GL_TEXTURE2);    glUniform1i(textureSampler, 2);    // 绑定纹理    glBindTexture(GL_TEXTURE_2D, textureId);    // 设置偏移    float texelOffset = (float) (1.f / (float) imageWidth);    glUniform1f(u_Offset,texelOffset);    /**     * size 几个数字表示一个点,显示是两个数字表示一个点     * normalized 是否需要归一化,不用,这里已经归一化了     * stride 步长,连续顶点之间的间隔,如果顶点直接是连续的,也可填0     */    // 启用顶点数据    glEnableVertexAttribArray(positionHandle);    glVertexAttribPointer(positionHandle,2,GL_FLOAT,GL_FALSE,0,VERTICES);    // 纹理坐标    glEnableVertexAttribArray(textureHandle);    glVertexAttribPointer(textureHandle,2,GL_FLOAT,GL_FALSE,0,TEXTURE_COORD);    // 4个顶点绘制两个三角形组成矩形    glDrawArrays(GL_TRIANGLE_STRIP,0,4);    glUseProgram(0);    // 禁用顶点    glDisableVertexAttribArray(positionHandle);    if(nullptr != eglHelper){        eglHelper->swapBuffers();    }    glBindTexture(GL_TEXTURE_2D, 0);    // 解绑fbo    glBindFramebuffer(GL_FRAMEBUFFER, 0);}// 设置RGB图像数据void RGBtoYUVOpengl::setPixel(void *data, int width, int height, int length) {    LOGD("texture setPixel");    imageWidth = width;    imageHeight = height;    // 准备fbo    fboPrepare();    glGenTextures(1, &textureId);    // 激活纹理,注意以下这个两句是搭配的,glActiveTexture激活的是那个纹理,就设置的sampler2D是那个    // 默认是0,如果不是0的话,需要在onDraw的时候重新激活一下?//    glActiveTexture(GL_TEXTURE0);//    glUniform1i(textureSampler, 0);// 例如,一样的    glActiveTexture(GL_TEXTURE2);    glUniform1i(textureSampler, 2);    // 绑定纹理    glBindTexture(GL_TEXTURE_2D, textureId);    // 为当前绑定的纹理对象设置环绕、过滤方式    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);    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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);    // 生成mip贴图    glGenerateMipmap(GL_TEXTURE_2D);    // 解绑定    glBindTexture(GL_TEXTURE_2D, 0);}// 读取渲染后的YUV数据void RGBtoYUVOpengl::readYUV(uint8_t **data, int *width, int *height) {    // 从fbo中读取    // 绑定fbo    *width = imageWidth;    *height = imageHeight;    glBindFramebuffer(GL_FRAMEBUFFER, fboId);    glBindTexture(GL_TEXTURE_2D, fboTextureId);    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,            GL_TEXTURE_2D, fboTextureId, 0);    *data = new uint8_t[imageWidth * imageHeight * 3 / 2];    glReadPixels(0, 0, imageWidth / 4, imageHeight * 1.5, GL_RGBA, GL_UNSIGNED_BYTE, *data);    glBindTexture(GL_TEXTURE_2D, 0);    // 解绑fbo    glBindFramebuffer(GL_FRAMEBUFFER, 0);}

下面是Activity的主要代码逻辑:

public class RGBToYUVActivity extends AppCompatActivity {    protected MyGLSurfaceView myGLSurfaceView;    @Override    protected void onCreate(@Nullable Bundle savedInstanceState) {        super.onCreate(savedInstanceState);        setContentView(R.layout.activity_rgb_to_yuv);        myGLSurfaceView = findViewById(R.id.my_gl_surface_view);        myGLSurfaceView.setOpenGlListener(new MyGLSurfaceView.OnOpenGlListener() {            @Override            public BaseOpengl onOpenglCreate() {                return new RGBtoYUVOpengl();            }            @Override            public Bitmap requestBitmap() {                BitmapFactory.Options options = new BitmapFactory.Options();                options.inScaled = false;                return BitmapFactory.decodeResource(getResources(),R.mipmap.ic_smile,options);            }            @Override            public void readPixelResult(byte[] bytes) {                if (null != bytes) {                }            }            // 也就是RGBtoYUVOpengl::readYUV读取到结果数据回调            @Override            public void readYUVResult(byte[] bytes) {                if (null != bytes) {                    String fileName = System.currentTimeMillis() + ".yuv";                    File fileParent = getFilesDir();                    if (!fileParent.exists()) {                        fileParent.mkdirs();                    }                    FileOutputStream fos = null;                    try {                        File file = new File(fileParent, fileName);                        fos = new FileOutputStream(file);                        fos.write(bytes,0,bytes.length);                        fos.flush();                        fos.close();                        Toast.makeText(RGBToYUVActivity.this, "YUV图片保存成功" + file.getAbsolutePath(), Toast.LENGTH_LONG).show();                    } catch (Exception e) {                        Log.v("fly_learn_opengl", "图片保存异常:" + e.getMessage());                        Toast.makeText(RGBToYUVActivity.this, "YUV图片保存失败", Toast.LENGTH_LONG).show();                    }                }            }        });        Button button = findViewById(R.id.bt_rgb_to_yuv);        button.setOnClickListener(new View.OnClickListener() {            @Override            public void onClick(View view) {                myGLSurfaceView.readYuvData();            }        });        ImageView iv_rgb = findViewById(R.id.iv_rgb);        iv_rgb.setImageResource(R.mipmap.ic_smile);    }}

以下是自定义SurfaceView的代码:

public class MyGLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {    private final static int MSG_CREATE_GL = 101;    private final static int MSG_CHANGE_GL = 102;    private final static int MSG_DRAW_GL = 103;    private final static int MSG_DESTROY_GL = 104;    private final static int MSG_READ_PIXEL_GL = 105;    private final static int MSG_UPDATE_BITMAP_GL = 106;    private final static int MSG_UPDATE_YUV_GL = 107;    private final static int MSG_READ_YUV_GL = 108;    public BaseOpengl baseOpengl;    private OnOpenGlListener onOpenGlListener;    private HandlerThread handlerThread;    private Handler renderHandler;    public int surfaceWidth;    public int surfaceHeight;    public MyGLSurfaceView(Context context) {        this(context,null);    }    public MyGLSurfaceView(Context context, AttributeSet attrs) {        super(context, attrs);        getHolder().addCallback(this);        handlerThread = new HandlerThread("RenderHandlerThread");        handlerThread.start();        renderHandler = new Handler(handlerThread.getLooper()){            @Override            public void handleMessage(@NonNull Message msg) {                switch (msg.what){                    case MSG_CREATE_GL:                        baseOpengl = onOpenGlListener.onOpenglCreate();                        Surface surface = (Surface) msg.obj;                        if(null != baseOpengl){                            baseOpengl.surfaceCreated(surface);                            Bitmap bitmap = onOpenGlListener.requestBitmap();                            if(null != bitmap){                                baseOpengl.setBitmap(bitmap);                            }                        }                        break;                    case MSG_CHANGE_GL:                        if(null != baseOpengl){                            Size size = (Size) msg.obj;                            baseOpengl.surfaceChanged(size.getWidth(),size.getHeight());                        }                        break;                    case MSG_DRAW_GL:                        if(null != baseOpengl){                            baseOpengl.onGlDraw();                        }                        break;                    case MSG_READ_PIXEL_GL:                        if(null != baseOpengl){                           byte[] bytes = baseOpengl.readPixel();                           if(null != bytes && null != onOpenGlListener){                               onOpenGlListener.readPixelResult(bytes);                           }                        }                        break;                    case MSG_READ_YUV_GL:                        if(null != baseOpengl){                            byte[] bytes = baseOpengl.readYUVResult();                            if(null != bytes && null != onOpenGlListener){                                onOpenGlListener.readYUVResult(bytes);                            }                        }                        break;                    case MSG_UPDATE_BITMAP_GL:                        if(null != baseOpengl){                            Bitmap bitmap = onOpenGlListener.requestBitmap();                            if(null != bitmap){                                baseOpengl.setBitmap(bitmap);                                baseOpengl.onGlDraw();                            }                        }                        break;                    case MSG_UPDATE_YUV_GL:                        if(null != baseOpengl){                            YUVBean yuvBean = (YUVBean) msg.obj;                            if(null != yuvBean){                                baseOpengl.setYuvData(yuvBean.getyData(),yuvBean.getUvData(),yuvBean.getWidth(),yuvBean.getHeight());                                baseOpengl.onGlDraw();                            }                        }                        break;                    case MSG_DESTROY_GL:                        if(null != baseOpengl){                            baseOpengl.surfaceDestroyed();                        }                        break;                }            }        };    }    public void setOpenGlListener(OnOpenGlListener listener) {        this.onOpenGlListener = listener;    }    @Override    public void surfaceCreated(@NonNull SurfaceHolder surfaceHolder) {        Message message = Message.obtain();        message.what = MSG_CREATE_GL;        message.obj = surfaceHolder.getSurface();        renderHandler.sendMessage(message);    }    @Override    public void surfaceChanged(@NonNull SurfaceHolder surfaceHolder, int i, int w, int h) {        Message message = Message.obtain();        message.what = MSG_CHANGE_GL;        message.obj = new Size(w,h);        renderHandler.sendMessage(message);        Message message1 = Message.obtain();        message1.what = MSG_DRAW_GL;        renderHandler.sendMessage(message1);        surfaceWidth = w;        surfaceHeight = h;    }    @Override    public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {        Message message = Message.obtain();        message.what = MSG_DESTROY_GL;        renderHandler.sendMessage(message);    }    public void readGlPixel(){        Message message = Message.obtain();        message.what = MSG_READ_PIXEL_GL;        renderHandler.sendMessage(message);    }    public void readYuvData(){        Message message = Message.obtain();        message.what = MSG_READ_YUV_GL;        renderHandler.sendMessage(message);    }    public void updateBitmap(){        Message message = Message.obtain();        message.what = MSG_UPDATE_BITMAP_GL;        renderHandler.sendMessage(message);    }    public void setYuvData(byte[] yData,byte[] uvData,int width,int height){        Message message = Message.obtain();        message.what = MSG_UPDATE_YUV_GL;        message.obj = new YUVBean(yData,uvData,width,height);        renderHandler.sendMessage(message);    }    public void release(){        // todo 主要线程同步问题,当心surfaceDestroyed还没有执行到,但是就被release了,那就内存泄漏了        if(null != baseOpengl){            baseOpengl.release();        }    }    public void requestRender(){        Message message = Message.obtain();        message.what = MSG_DRAW_GL;        renderHandler.sendMessage(message);    }    public interface OnOpenGlListener{        BaseOpengl onOpenglCreate();        Bitmap requestBitmap();        void readPixelResult(byte[] bytes);        void readYUVResult(byte[] bytes);    }}

BaseOpengl的java代码:

public class BaseOpengl {    public static final int YUV_DATA_TYPE_NV12 = 0;    public static final int YUV_DATA_TYPE_NV21 = 1;    // 三角形    public static final int DRAW_TYPE_TRIANGLE = 0;    // 四边形    public static final int DRAW_TYPE_RECT = 1;    // 纹理贴图    public static final int DRAW_TYPE_TEXTURE_MAP = 2;    // 矩阵变换    public static final int DRAW_TYPE_MATRIX_TRANSFORM = 3;    // VBO/VAO    public static final int DRAW_TYPE_VBO_VAO = 4;    // EBO    public static final int DRAW_TYPE_EBO_IBO = 5;    // FBO    public static final int DRAW_TYPE_FBO = 6;    // PBO    public static final int DRAW_TYPE_PBO = 7;    // YUV  nv12与nv21渲染    public static final int DRAW_YUV_RENDER = 8;    // 将rgb图像转换城nv21    public static final int DRAW_RGB_TO_YUV = 9;    public long glNativePtr;    protected EGLHelper eglHelper;    protected int drawType;    public BaseOpengl(int drawType) {        this.drawType = drawType;        this.eglHelper = new EGLHelper();    }    public void surfaceCreated(Surface surface) {        Log.v("fly_learn_opengl","------------surfaceCreated:" + surface);        eglHelper.surfaceCreated(surface);    }    public void surfaceChanged(int width, int height) {        Log.v("fly_learn_opengl","------------surfaceChanged:" + Thread.currentThread());        eglHelper.surfaceChanged(width,height);    }    public void surfaceDestroyed() {        Log.v("fly_learn_opengl","------------surfaceDestroyed:" + Thread.currentThread());        eglHelper.surfaceDestroyed();    }    public void release(){        if(glNativePtr != 0){            n_free(glNativePtr,drawType);            glNativePtr = 0;        }    }    public void onGlDraw(){        Log.v("fly_learn_opengl","------------onDraw:" + Thread.currentThread());        if(glNativePtr == 0){            glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);        }        if(glNativePtr != 0){            n_onGlDraw(glNativePtr,drawType);        }    }    public void setBitmap(Bitmap bitmap){        if(glNativePtr == 0){            glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);        }        if(glNativePtr != 0){            n_setBitmap(glNativePtr,bitmap);        }    }    public void setYuvData(byte[] yData,byte[] uvData,int width,int height){        if(glNativePtr != 0){            n_setYuvData(glNativePtr,yData,uvData,width,height,drawType);        }    }    public void setMvpMatrix(float[] mvp){        if(glNativePtr == 0){            glNativePtr = n_gl_nativeInit(eglHelper.nativePtr,drawType);        }        if(glNativePtr != 0){            n_setMvpMatrix(glNativePtr,mvp);        }    }    public byte[] readPixel(){        if(glNativePtr != 0){            return n_readPixel(glNativePtr,drawType);        }        return null;    }    public byte[] readYUVResult(){        if(glNativePtr != 0){            return n_readYUV(glNativePtr,drawType);        }        return null;    }    // 绘制    private native void n_onGlDraw(long ptr,int drawType);    private native void n_setMvpMatrix(long ptr,float[] mvp);    private native void n_setBitmap(long ptr,Bitmap bitmap);    protected native long n_gl_nativeInit(long eglPtr,int drawType);    private native void n_free(long ptr,int drawType);    private native byte[] n_readPixel(long ptr,int drawType);    private native byte[] n_readYUV(long ptr,int drawType);    private native void n_setYuvData(long ptr,byte[] yData,byte[] uvData,int width,int height,int drawType);}

将转换后的YUV数据读取保存好后,可以将数据拉取到电脑上使用YUVViewer这个软件查看是否真正转换成功。

参考

https://juejin.cn/post/7025223104569802789

专栏系列

Opengl ES之EGL环境搭建Opengl ES之着色器Opengl ES之三角形绘制Opengl ES之四边形绘制Opengl ES之纹理贴图Opengl ES之VBO和VAOOpengl ES之EBOOpengl ES之FBOOpengl ES之PBOOpengl ES之YUV数据渲染YUV转RGB的一些理论知识

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关键词: 纹理坐标 转换公式 数字表示