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Android OpenGL 编写简单滤镜

2015-05-24 21:16 330 查看
  Android 上使用Opengl进行滤镜渲染效率较高,比起单纯的使用CPU给用户带来的体验会好很多。滤镜的对象是图片,图片是以Bitmap的形式表示,Opengl不能直接处理Bitmap,在Android上一般是通过GLSurfaceView来进行渲染的,也可以说成Android需要借助GLSurfaceView来完成对图片的渲染。

  GlSurfaceView 的图片来源依然是Bitmap,但是Bitmap需要以纹理(Texture)的形式载入到Opengl中。因此我首先来看一下载入纹理的步骤:

  1. GLES20.glGenTextures() : 生成纹理资源的句柄

  2. GLES20.glBindTexture(): 绑定句柄

  3. GLUtils.texImage2D() :将bitmap传递到已经绑定的纹理中

  4. GLES20.glTexParameteri() :设置纹理属性,过滤方式,拉伸方式等

  这里做滤镜使用Android4.x以后提供的 Effect 类来完成,Effect类实现也是通过Shader的方式来完成的,这些Shader程序内置在Android中,我们只需要按照一定的方式来调用就行了。在Android上使用GLSurfaceView来显示并完成图片的渲染,实现渲染需要实现GLSurfaceView.Render接口,该接口有三个方法:onDrawFrame(GL10 gl) ,该方法按照一定的刷新频率反复执行;onSurfaceChanged(GL10 gl, int width, int height),该方法在窗口重绘的时候执行;onSurfaceCreated(GL10 gl, EGLConfig config) 在创建SurfaceView的时候执行。

  使用Effect类会用到EffectFactory 和 EffectContex,在下面的例子中看看具体的使用方式。

  首先定义一个Activity:EffectivefilterActivity

package com.example.effectsfilterdemo;

import java.nio.IntBuffer;

import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.util.Log;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;

public class EffectsFilterActivity extends Activity {

private GLSurfaceView mEffectView;

private TextureRenderer renderer;

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);

renderer = new TextureRenderer();
renderer.setImageBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.puppy));
renderer.setCurrentEffect(R.id.none);

mEffectView = (GLSurfaceView) findViewById(R.id.effectsview);
//mEffectView = new GLSurfaceView(this);
mEffectView.setEGLContextClientVersion(2);
//mEffectView.setRenderer(this);
mEffectView.setRenderer(renderer);
mEffectView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

//setContentView(mEffectView);
}

@Override
public boolean onCreateOptionsMenu(Menu menu) {
Log.i("info", "menu create");
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.main, menu);
return true;
}

@Override
public boolean onOptionsItemSelected(MenuItem item) {
renderer.setCurrentEffect(item.getItemId());
mEffectView.requestRender();
return true;
}
}


  EffectivefilterActivity 中使用了两个布局文件,一个用于Activity的布局,另一个用于菜单的布局。

  R.layout.main:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >

<android.opengl.GLSurfaceView
android:id="@+id/effectsview"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>

</LinearLayout>


  R.menu.main:

<menu xmlns:android="http://schemas.android.com/apk/res/android" >

<item
android:id="@+id/none"
android:showAsAction="never"
android:title="none"/>
<item
android:id="@+id/autofix"
android:showAsAction="never"
android:title="autofix"/>
<item
android:id="@+id/bw"
android:showAsAction="never"
android:title="bw"/>
<item
android:id="@+id/brightness"
android:showAsAction="never"
android:title="brightness"/>
<item
android:id="@+id/contrast"
android:showAsAction="never"
android:title="contrast"/>
<item
android:id="@+id/crossprocess"
android:showAsAction="never"
android:title="crossprocess"/>
<item
android:id="@+id/documentary"
android:showAsAction="never"
android:title="documentary"/>
<item
android:id="@+id/duotone"
android:showAsAction="never"
android:title="duotone"/>
<item
android:id="@+id/filllight"
android:showAsAction="never"
android:title="filllight"/>
<item
android:id="@+id/fisheye"
android:showAsAction="never"
android:title="fisheye"/>
<item
android:id="@+id/flipvert"
android:showAsAction="never"
android:title="flipvert"/>
<item
android:id="@+id/fliphor"
android:showAsAction="never"
android:title="fliphor"/>
<item
android:id="@+id/grain"
android:showAsAction="never"
android:title="grain"/>
<item
android:id="@+id/grayscale"
android:showAsAction="never"
android:title="grayscale"/>
<item
android:id="@+id/lomoish"
android:showAsAction="never"
android:title="lomoish"/>
<item
android:id="@+id/negative"
android:showAsAction="never"
android:title="negative"/>
<item
android:id="@+id/posterize"
android:showAsAction="never"
android:title="posterize"/>
<item
android:id="@+id/rotate"
android:showAsAction="never"
android:title="rotate"/>
<item
android:id="@+id/saturate"
android:showAsAction="never"
android:title="saturate"/>
<item
android:id="@+id/sepia"
android:showAsAction="never"
android:title="sepia"/>
<item
android:id="@+id/sharpen"
android:showAsAction="never"
android:title="sharpen"/>
<item
android:id="@+id/temperature"
android:showAsAction="never"
android:title="temperature"/>
<item
android:id="@+id/tint"
android:showAsAction="never"
android:title="tint"/>
<item
android:id="@+id/vignette"
android:showAsAction="never"
android:title="vignette"/>

</menu>


  在R.layout.main中只定义了一个GLSurfaceView用于显示图片,R.menu.main用于显示多个菜单项,通过点击菜单来完成调用不同滤镜实现对图片的处理。

  接下来看比较关键的Renderer接口的实现。

package com.example.effectsfilterdemo;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Color;
import android.media.effect.Effect;
import android.media.effect.EffectContext;
import android.media.effect.EffectFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.util.Log;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.LinkedList;
import java.util.Queue;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

public class TextureRenderer implements GLSurfaceView.Renderer{

private int mProgram;
private int mTexSamplerHandle;
private int mTexCoordHandle;
private int mPosCoordHandle;

private FloatBuffer mTexVertices;
private FloatBuffer mPosVertices;

private int mViewWidth;
private int mViewHeight;

private int mTexWidth;
private int mTexHeight;

private Context mContext;
private final Queue<Runnable> mRunOnDraw;
private int[] mTextures = new int[2];
int mCurrentEffect;
private EffectContext mEffectContext;
private Effect mEffect;
private int mImageWidth;
private int mImageHeight;
private boolean initialized = false;

private static final String VERTEX_SHADER =
"attribute vec4 a_position;\n" +
"attribute vec2 a_texcoord;\n" +
"varying vec2 v_texcoord;\n" +
"void main() {\n" +
"  gl_Position = a_position;\n" +
"  v_texcoord = a_texcoord;\n" +
"}\n";

private static final String FRAGMENT_SHADER =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler;\n" +
"varying vec2 v_texcoord;\n" +
"void main() {\n" +
"  gl_FragColor = texture2D(tex_sampler, v_texcoord);\n" +
"}\n";

private static final float[] TEX_VERTICES = {
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};

private static final float[] POS_VERTICES = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f
};

private static final int FLOAT_SIZE_BYTES = 4;

public TextureRenderer() {
// TODO Auto-generated constructor stub
mRunOnDraw = new LinkedList<>();

}

public void init() {
// Create program
mProgram = GLToolbox.createProgram(VERTEX_SHADER, FRAGMENT_SHADER);

// Bind attributes and uniforms
mTexSamplerHandle = GLES20.glGetUniformLocation(mProgram,
"tex_sampler");
mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_texcoord");
mPosCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_position");

// Setup coordinate buffers
mTexVertices = ByteBuffer.allocateDirect(
TEX_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTexVertices.put(TEX_VERTICES).position(0);
mPosVertices = ByteBuffer.allocateDirect(
POS_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mPosVertices.put(POS_VERTICES).position(0);
}

public void tearDown() {
GLES20.glDeleteProgram(mProgram);
}

public void updateTextureSize(int texWidth, int texHeight) {
mTexWidth = texWidth;
mTexHeight = texHeight;
computeOutputVertices();
}

public void updateViewSize(int viewWidth, int viewHeight) {
mViewWidth = viewWidth;
mViewHeight = viewHeight;
computeOutputVertices();
}

public void renderTexture(int texId) {
GLES20.glUseProgram(mProgram);
GLToolbox.checkGlError("glUseProgram");

GLES20.glViewport(0, 0, mViewWidth, mViewHeight);
GLToolbox.checkGlError("glViewport");

GLES20.glDisable(GLES20.GL_BLEND);

GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false,
0, mTexVertices);
GLES20.glEnableVertexAttribArray(mTexCoordHandle);
GLES20.glVertexAttribPointer(mPosCoordHandle, 2, GLES20.GL_FLOAT, false,
0, mPosVertices);
GLES20.glEnableVertexAttribArray(mPosCoordHandle);
GLToolbox.checkGlError("vertex attribute setup");

GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLToolbox.checkGlError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);//把已经处理好的Texture传到GL上面
GLToolbox.checkGlError("glBindTexture");
GLES20.glUniform1i(mTexSamplerHandle, 0);

GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}

private void computeOutputVertices() { //调整AspectRatio 保证landscape和portrait的时候显示比例相同,图片不会被拉伸
if (mPosVertices != null) {
float imgAspectRatio = mTexWidth / (float)mTexHeight;
float viewAspectRatio = mViewWidth / (float)mViewHeight;
float relativeAspectRatio = viewAspectRatio / imgAspectRatio;
float x0, y0, x1, y1;
if (relativeAspectRatio > 1.0f) {
x0 = -1.0f / relativeAspectRatio;
y0 = -1.0f;
x1 = 1.0f / relativeAspectRatio;
y1 = 1.0f;
} else {
x0 = -1.0f;
y0 = -relativeAspectRatio;
x1 = 1.0f;
y1 = relativeAspectRatio;
}
float[] coords = new float[] { x0, y0, x1, y0, x0, y1, x1, y1 };
mPosVertices.put(coords).position(0);
}
}

private void initEffect() {
EffectFactory effectFactory = mEffectContext.getFactory();
if (mEffect != null) {
mEffect.release();
}
/**
* Initialize the correct effect based on the selected menu/action item
*/
switch (mCurrentEffect) {

case R.id.none:
break;

case R.id.autofix:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_AUTOFIX);
mEffect.setParameter("scale", 0.5f);
break;

case R.id.bw:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_BLACKWHITE);
mEffect.setParameter("black", .1f);
mEffect.setParameter("white", .7f);
break;

case R.id.brightness:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_BRIGHTNESS);
mEffect.setParameter("brightness", 2.0f);
break;

case R.id.contrast:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_CONTRAST);
mEffect.setParameter("contrast", 1.4f);
break;

case R.id.crossprocess:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_CROSSPROCESS);
break;

case R.id.documentary:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_DOCUMENTARY);
break;

case R.id.duotone:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_DUOTONE);
mEffect.setParameter("first_color", Color.YELLOW);
mEffect.setParameter("second_color", Color.DKGRAY);
break;

case R.id.filllight:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_FILLLIGHT);
mEffect.setParameter("strength", .8f);
break;

case R.id.fisheye:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_FISHEYE);
mEffect.setParameter("scale", .5f);
break;

case R.id.flipvert:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_FLIP);
mEffect.setParameter("vertical", true);
break;

case R.id.fliphor:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_FLIP);
mEffect.setParameter("horizontal", true);
break;

case R.id.grain:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_GRAIN);
mEffect.setParameter("strength", 1.0f);
break;

case R.id.grayscale:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_GRAYSCALE);
break;

case R.id.lomoish:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_LOMOISH);
break;

case R.id.negative:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_NEGATIVE);
break;

case R.id.posterize:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_POSTERIZE);
break;

case R.id.rotate:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_ROTATE);
mEffect.setParameter("angle", 180);
break;

case R.id.saturate:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_SATURATE);
mEffect.setParameter("scale", .5f);
break;

case R.id.sepia:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_SEPIA);
break;

case R.id.sharpen:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_SHARPEN);
break;

case R.id.temperature:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_TEMPERATURE);
mEffect.setParameter("scale", .9f);
break;

case R.id.tint:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_TINT);
mEffect.setParameter("tint", Color.MAGENTA);
break;

case R.id.vignette:
mEffect = effectFactory.createEffect(EffectFactory.EFFECT_VIGNETTE);
mEffect.setParameter("scale", .5f);
break;

default:
break;

}
}

public void setCurrentEffect(int effect) {
mCurrentEffect = effect;
}

public void setImageBitmap(final Bitmap bmp){
runOnDraw(new Runnable() {

@Override
public void run() {
// TODO Auto-generated method stub
loadTexture(bmp);
}
});
}

private void loadTexture(Bitmap bmp){
GLES20.glGenTextures(2, mTextures , 0);

updateTextureSize(bmp.getWidth(), bmp.getHeight());

mImageWidth = bmp.getWidth();
mImageHeight = bmp.getHeight();

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);

GLToolbox.initTexParams();
}

private void applyEffect() {
if(mEffect == null){
Log.i("info","apply Effect null mEffect");
}

mEffect.apply(mTextures[0], mImageWidth, mImageHeight, mTextures[1]);
}

private void renderResult() {
if (mCurrentEffect != R.id.none) {
renderTexture(mTextures[1]);
} else {
renderTexture(mTextures[0]);
}
}

@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
if(!initialized){
init();
mEffectContext = EffectContext.createWithCurrentGlContext();
initialized = true;
}

GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
synchronized (mRunOnDraw) {
while (!mRunOnDraw.isEmpty()) {
mRunOnDraw.poll().run();
}
}

if (mCurrentEffect != R.id.none) {
initEffect();
applyEffect();
}
renderResult();
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
updateViewSize(width, height);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub

}

protected void runOnDraw(final Runnable runnable) {
synchronized (mRunOnDraw) {
mRunOnDraw.add(runnable);
}
}
}


  这里有一个地方需要注意,任何使用Opengl接口的方法调用需要在Opengl Context中进行,否则会出现:call to OpenGL ES API with no current context (logged once per thread) 报错信息。所谓的Opengl Context 其实就是需要在onDrawFrame(GL10 gl),onSurfaceChanged(GL10 gl, int width, int height),onSurfaceCreated(GL10 gl, EGLConfig config)中调用,注意到这三个方法都有一个参数GL10。这里还有一个地方就是在载入纹理之前需要载入位图,使用了runOnDraw()方法将loadTexure的步骤放在onDrawFrame() 中来完成,巧妙的为外界提供了一个接口并使得操作在具有Opengl Context的黄金中完成。

  最后来看看辅助的工具类(GLToolbox),该类完成Shader程序的创建,应用程序提供Shader 源码给该工具类编译:

package com.example.effectsfilterdemo;
import android.opengl.GLES20;

public class GLToolbox {

public static 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) {
String info = GLES20.glGetShaderInfoLog(shader);
GLES20.glDeleteShader(shader);
shader = 0;
throw new RuntimeException("Could not compile shader " +
shaderType + ":" + info);
}
}
return shader;
}

public static 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) {
String info = GLES20.glGetProgramInfoLog(program);
GLES20.glDeleteProgram(program);
program = 0;
throw new RuntimeException("Could not link program: " + info);
}
}
return program;
}

public static void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
throw new RuntimeException(op + ": glError " + error);
}
}

public static void initTexParams() {
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
}

}


  这里就不提供整个工程了,结合上面的代码,自己在资源文件中提供一个图片载入就可以看到效果了。
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