private void checkRenderThreadState() {
if (mGLThread != null) {
throw new IllegalStateException(
“setRenderer has already been called for this instance.”);
}
}
也就是說(shuō),設(shè)置了Renderer
后,就不能更換了,那么如果有需求:本來(lái)是渲染一個(gè)灰度濾鏡的,當(dāng)想變換其他濾鏡的時(shí)候,又不能重新設(shè)置Renderer
,此時(shí)應(yīng)該如何
其實(shí)可以這樣,Renderer
可以只做一個(gè)調(diào)度者,Renderer
里面可以寫(xiě)很多的濾鏡,也可以變換濾鏡,那么就可以滿(mǎn)足我們的需求
那么接下來(lái)就先來(lái)定義一個(gè)基礎(chǔ)濾鏡
首先第一步,創(chuàng)建一個(gè)IRender
public interface IRender {
/**
- 創(chuàng)建
*/
void onCreate();
/**
- 設(shè)置尺寸
*/
void onChange(int width, int height);
/**
- 繪制
*/
void onDraw(int textureId);
/**
- 釋放資源
*/
void onRelease();
}
和Renderer
有些許不同,修改和增加了一些方法
新建BaseRender,實(shí)現(xiàn)IRender接口
public class BaseRender implements IRender {
/**
- Context
*/
private Context context;
/**
- 渲染數(shù)據(jù)
*/
private BaseRenderBean renderBean;
/**
- 頂點(diǎn)坐標(biāo)
*/
private FloatBuffer vertexBuffer;
/**
- 紋理坐標(biāo)
*/
private FloatBuffer coordinateBuffer;
/**
- 頂點(diǎn)坐標(biāo)維數(shù)(即x, y, z)
*/
private int vertexSize = 2;
/**
- 紋理坐標(biāo)維數(shù)(即x, y, z)
*/
private int coordinateSize = 2;
/**
- 頂點(diǎn)坐標(biāo)步長(zhǎng)(即維數(shù) * 字節(jié)數(shù))
*/
private int vertexStride = vertexSize * 4;
/**
- 紋理坐標(biāo)步長(zhǎng)(即維數(shù) * 字節(jié)數(shù))
*/
private int coordinateStride = coordinateSize * 4;
/**
- 頂點(diǎn)個(gè)數(shù)
*/
private int vertexCount = 4;
/**
- 紋理點(diǎn)個(gè)數(shù)
*/
private int coordinateCount = 4;
/**
- vertex shader
*/
private int vertexShader;
/**
- frag shader
*/
private int fragShader;
/**
- program
*/
private int program;
/**
- 紋理 id
*/
private int textureId;
/**
- fbo紋理id
*/
private int fboTextureId;
/**
- fbo id
*/
private int fboId;
/**
- vbo id
*/
private int vboId;
/**
- 頂點(diǎn)著色器代碼路徑
*/
private String vertexFilename;
/**
- 片元著色器代碼路徑
*/
private String fragFilename;
/**
- 尺寸
*/
private int width;
private int height;
/**
- 是否綁定Fbo
*/
private boolean isBindFbo = false;
/**
- 著色器頂點(diǎn)坐標(biāo)位置
*/
private int aPosLocation;
/**
- 著色器紋理坐標(biāo)位置
*/
private int aCoordinateLocation;
/**
- 著色器紋理位置
*/
private int uSamplerLocation;
/**
- 是否執(zhí)行了onCreate
*/
private boolean isCreate = false;
/**
- 是否執(zhí)行了onChange
*/
private boolean isChange = false;
public BaseRender(Context context) {
this(context, “render/base/base/vertex.frag”, “render/base/base/frag.frag”);
}
public BaseRender(Context context, String vertexFilename, String fragFilename) {
this.context = context;
this.vertexFilename = vertexFilename;
this.fragFilename = fragFilename;
}
@Override
public void onCreate() {
if (isCreate) {
return;
}
onCreatePre();
onClearColor();
onInitBlend();
onInitVertexBuffer();
onInitCoordinateBuffer();
onInitVbo();
onInitProgram();
onCreateAfter();
isCreate = true;
}
@Override
public void onChange(int width, int height) {
if (isChange) {
return;
}
onChangePre();
setWidth(width);
setHeight(height);
onViewport();
onInitFbo();
onChangeAfter();
isChange = true;
}
@Override
public void onDraw(int textureId) {
if (!onReadyToDraw()) {
return;
}
onDrawPre();
onClear();
onUseProgram();
onInitLocation();
onBindFbo();
onBindVbo();
onActiveTexture(textureId);
onEnableVertexAttributeArray();
onSetVertexData();
onSetCoordinateData();
onSetOtherData();
onDraw();
onDisableVertexAttributeArray();
onUnBind();
onDrawAfter();
}
@Override
public void onRelease() {
onDeleteProgram(program);
onDeleteShader(vertexShader);
onDeleteShader(fragShader);
onDeleteTexture(textureId);
onDeleteTexture(fboTextureId);
onDeleteFbo(fboId);
onDeleteVbo(vboId);
}
/**
- 創(chuàng)建之前
*/
public void onCreatePre() {
}
/**
- 設(shè)置背景顏色
*/
public void onClearColor() {
GLES20.glClearColor(0, 0, 0, 1);
}
/**
- 是否啟用混色
*/
public boolean onEnableBlend() {
return false;
}
/**
- 初始化混色
*/
private void onInitBlend() {
if (!onEnableBlend()) {
return;
}
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
}
/**
- 初始化頂點(diǎn)坐標(biāo)
*/
public void onInitVertexBuffer() {
vertexBuffer = OpenGLESUtils.getSquareVertexBuffer();
}
/**
- 初始化紋理坐標(biāo)
*/
public void onInitCoordinateBuffer() {
if (isBindFbo) {
coordinateBuffer = OpenGLESUtils.getSquareCoordinateReverseBuffer();
} else {
coordinateBuffer = OpenGLESUtils.getSquareCoordinateBuffer();
}
}
/**
- 初始化Vbo
*/
public void onInitVbo() {
vboId = OpenGLESUtils.getVbo(vertexBuffer, coordinateBuffer);
}
/**
- 初始化Program
*/
public void onInitProgram() {
String vertexShaderCode = OpenGLESUtils.getShaderCode(context, vertexFilename);
String fragShaderCode = OpenGLESUtils.getShaderCode(context, fragFilename);
vertexShader = OpenGLESUtils.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
fragShader = OpenGLESUtils.loadShader(GLES20.GL_FRAGMENT_SHADER, fragShaderCode);
program = OpenGLESUtils.linkProgram(vertexShader, fragShader);
}
/**
- 創(chuàng)建之后
*/
public void onCreateAfter() {
}
/**
- 設(shè)置尺寸之前
*/
public void onChangePre() {
}
/**
- 設(shè)置窗口尺寸
*/
public void onViewport() {
GLES20.glViewport(0, 0, width, height);
}
/**
- 初始化Fbo
*/
public void onInitFbo() {
if (!isBindFbo) {
return;
}
int[] fboData = OpenGLESUtils.getFbo(width, height);
fboId = fboData[0];
fboTextureId = fboData[1];
}
/**
- 設(shè)置尺寸之后
*/
public void onChangeAfter() {
}
/**
- 繪制之前的準(zhǔn)備
*/
public boolean onReadyToDraw() {
return true;
}
/**
- 繪制之前
*/
public void onDrawPre() {
}
/**
- 清屏
*/
public void onClear() {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
}
/**
- 使用Program
*/
public void onUseProgram() {
GLES20.glUseProgram(program);
}
/**
- 初始化著色器各個(gè)位置
*/
public void onInitLocation() {
aPosLocation = GLES20.glGetAttribLocation(program, “aPos”);
aCoordinateLocation = GLES20.glGetAttribLocation(program, “aCoordinate”);
uSamplerLocation = GLES20.glGetUniformLocation(program, “uSampler”);
}
/**
- 綁定Fbo
*/
public void onBindFbo() {
if (!isBindFbo) {
return;
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, fboTextureId, 0);
GLES20.glViewport(0, 0, width, height);
}
/**
- 綁定Vbo
*/
public void onBindVbo() {
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
}
/**
- 激活并綁定紋理
*/
public void onActiveTexture(int textureId) {
this.textureId = textureId;
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(uSamplerLocation, 0);
}
/**
- 啟用頂點(diǎn)坐標(biāo)
*/
public void onEnableVertexAttributeArray() {
GLES20.glEnableVertexAttribArray(aPosLocation);
GLES20.glEnableVertexAttribArray(aCoordinateLocation);
}
/**
- 設(shè)置頂點(diǎn)坐標(biāo)
*/
public void onSetVertexData() {
GLES20.glVertexAttribPointer(aPosLocation, vertexSize, GLES20.GL_FLOAT, false, vertexStride, 0);
}
/**
- 設(shè)置紋理坐標(biāo)
*/
public void onSetCoordinateData() {
GLES20.glVertexAttribPointer(aCoordinateLocation, coordinateSize, GLES20.GL_FLOAT, false, coordinateStride, vertexBuffer.limit() * 4);
}
/**
- 設(shè)置其他數(shù)據(jù)
*/
public void onSetOtherData() {
}
/**
- 繪制
*/
public void onDraw() {
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
}
/**
- 禁用頂點(diǎn)坐標(biāo)
*/
public void onDisableVertexAttributeArray() {
GLES20.glDisableVertexAttribArray(aPosLocation);
GLES20.glDisableVertexAttribArray(aCoordinateLocation);
}
/**
- 解除綁定
*/
public void onUnBind() {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
/**
- 繪制之后
*/
public void onDrawAfter() {
}
/**
- 刪除Program
*/
public void onDeleteProgram(int program) {
GLES20.glDeleteProgram(program);
}
/**
- 刪除Shader
*/
public void onDeleteShader(int shader) {
GLES20.glDeleteShader(shader);
}
/**
- 刪除紋理
*/
public void onDeleteTexture(int textureId) {
GLES20.glDeleteTextures(1, new int[]{textureId}, 0);
}
/**
- 刪除Fbo
*/
public void onDeleteFbo(int fboId) {
GLES20.glDeleteFramebuffers(1, new int[]{fboId}, 0);
}
/**
- 刪除Vbo
*/
public void onDeleteVbo(int vboId) {
GLES20.glDeleteBuffers(1, new int[]{vboId}, 0);
}
public Context getContext() {
return context;
}
public void setContext(Context context) {
this.context = context;
}
public FloatBuffer getVertexBuffer() {
return vertexBuffer;
}
public void setVertexBuffer(FloatBuffer vertexBuffer) {
this.vertexBuffer = vertexBuffer;
}
public FloatBuffer getCoordinateBuffer() {
return coordinateBuffer;
}
public void setCoordinateBuffer(FloatBuffer coordinateBuffer) {
this.coordinateBuffer = coordinateBuffer;
}
public int getVertexSize() {
return vertexSize;
}
public void setVertexSize(int vertexSize) {
this.vertexSize = vertexSize;
}
public int getCoordinateSize() {
return coordinateSize;
}
public void setCoordinateSize(int coordinateSize) {
this.coordinateSize = coordinateSize;
}
public int getVertexStride() {
return vertexStride;
}
public void setVertexStride(int vertexStride) {
this.vertexStride = vertexStride;
}
public int getCoordinateStride() {
return coordinateStride;
}
public void setCoordinateStride(int coordinateStride) {
this.coordinateStride = coordinateStride;
}
public int getVertexCount() {
return vertexCount;
}
public void setVertexCount(int vertexCount) {
this.vertexCount = vertexCount;
}
public int getCoordinateCount() {
return coordinateCount;
}
public void setCoordinateCount(int coordinateCount) {
this.coordinateCount = coordinateCount;
}
public int getProgram() {
return program;
}
public void setProgram(int program) {
this.program = program;
}
public int getFboTextureId() {
return fboTextureId;
}
public void setFboTextureId(int fboTextureId) {
this.fboTextureId = fboTextureId;
}
public int getFboId() {
return fboId;
}
public void setFboId(int fboId) {
this.fboId = fboId;
}
public int getVboId() {
return vboId;
}
public void setVboId(int vboId) {
this.vboId = vboId;
}
public String getVertexFilename() {
return vertexFilename;
}
public void setVertexFilename(String vertexFilename) {
this.vertexFilename = vertexFilename;
}
public String getFragFilename() {
return fragFilename;
}
public void setFragFilename(String fragFilename) {
this.fragFilename = fragFilename;
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public boolean isBindFbo() {
return isBindFbo;
}
public void setBindFbo(boolean bindFbo) {
isBindFbo = bindFbo;
}
public int getPosLocation() {
return aPosLocation;
}
public void setPosLocation(int aPosLocation) {
this.aPosLocation = aPosLocation;
}
public int getCoordinateLocation() {
return aCoordinateLocation;
}
public void setCoordinateLocation(int aCoordinateLocation) {
this.aCoordinateLocation = aCoordinateLocation;
}
public int getSamplerLocation() {
return uSamplerLocation;
}
public void setSamplerLocation(int uSamplerLocation) {
this.uSamplerLocation = uSamplerLocation;
}
public boolean isCreate() {
return isCreate;
}
public void setCreate(boolean create) {
isCreate = create;
}
public boolean isChange() {
return isChange;
}
public void setChange(boolean change) {
isChange = change;
}
public BaseRenderBean getRenderBean() {
return renderBean;
}
public void setRenderBean(BaseRenderBean renderBean) {
this.renderBean = renderBean;
}
public void updateRenderBean(BaseRenderBean renderBean) {
setRenderBean(renderBean);
}
}
代碼有點(diǎn)長(zhǎng),但是里面盡可能地考慮到了渲染和擴(kuò)展的需求
頂點(diǎn)著色器 vertex.frag
attribute vec4 aPos;
attribute vec2 aCoordinate;
varying vec2 vCoordinate;
void main(){
vCoordinate = aCoordinate;
gl_Position = aPos;
}
片元著色器 frag.frag
precision mediump float;
uniform sampler2D uSampler;
varying vec2 vCoordinate;
void main(){
gl_FragColor = texture2D(uSampler, vCoordinate);
}
注意到,里面有用到一個(gè)工具類(lèi)OpenGLESUtils和實(shí)體類(lèi)BaseRenderBean具體就不貼出來(lái)了,可以到Github
上查看
四、BaseOesRender
注意到,BaseRender
里面綁定的紋理是2D紋理
,而如果想實(shí)現(xiàn)相機(jī)預(yù)覽,則需要使用Oes紋理
,所以需要?jiǎng)?chuàng)建一個(gè)BaseOesRender
為相機(jī)做渲染
package com.yk.media.opengles.render.base;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import com.yk.media.utils.OpenGLESUtils;
public class BaseOesRender extends BaseRender {
/**
- oes紋理id
*/
private int oesTextureId;
/**
- 頂點(diǎn)變換矩陣位置
*/
private int uMatrixLocation;
/**
- 紋理變換矩陣位置
*/
private int uOesMatrixLocation;
/**
- oes尺寸
*/
private int oesW = -1;
private int oesH = -1;
/**
- 頂點(diǎn)變換矩陣
*/
private float[] mMVPMatrix = new float[16];
/**
- 紋理變換矩陣
*/
private float[] mOesMatrix = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
/**
- 是否準(zhǔn)備好繪制
*/
private boolean isReadyToDraw = false;
/**
- SurfaceTexture
*/
private SurfaceTexture surfaceTexture;
/**
- SurfaceTexture回調(diào)
*/
private OnSurfaceTextureListener onSurfaceTextureListener;
public BaseOesRender(Context context) {
super(context, “render/base/oes/vertex.frag”, “render/base/oes/frag.frag”);
setBindFbo(true);
oesTextureId = OpenGLESUtils.getOesTexture();
}
@Override
public void onInitCoordinateBuffer() {
setCoordinateBuffer(OpenGLESUtils.getSquareCoordinateBuffer());
}
@Override
public boolean onReadyToDraw() {
if (!isReadyToDraw) {
if (onSurfaceTextureListener != null) {
if (surfaceTexture != null) {
surfaceTexture.release();
surfaceTexture = null;
}
surfaceTexture = new SurfaceTexture(oesTextureId);
onSurfaceTextureListener.onSurfaceTexture(surfaceTexture);
isReadyToDraw = true;
} else if (surfaceTexture != null) {
surfaceTexture.attachToGLContext(oesTextureId);
isReadyToDraw = true;
} else {
return false;
}
}
return oesW != -1 && oesH != -1;
}
@Override
public void onDrawPre() {
super.onDrawPre();
mMVPMatrix = OpenGLESUtils.getMatrix(getWidth(), getHeight(), oesW, oesH);
surfaceTexture.updateTexImage();
float[] oesMatrix = new float[16];
surfaceTexture.getTransformMatrix(oesMatrix);
if (!OpenGLESUtils.isIdentityM(oesMatrix)) {
mOesMatrix = oesMatrix;
}
}
@Override
public void onInitLocation() {
super.onInitLocation();
uMatrixLocation = GLES20.glGetUniformLocation(getProgram(), “uMatrix”);
uOesMatrixLocation = GLES20.glGetUniformLocation(getProgram(), “uOesMatrix”);
}
@Override
public void onActiveTexture(int textureId) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(getSamplerLocation(), 0);
}
@Override
public void onSetOtherData() {
super.onSetOtherData();
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(uOesMatrixLocation, 1, false, mOesMatrix, 0);
}
@Override
public void onRelease() {
super.onRelease();
onDeleteTexture(oesTextureId);
}
/**
- 繪制
*/
public void onDrawSelf() {
super.onDraw(oesTextureId);
}
/**
- 設(shè)置oes尺寸
*/
public void setOesSize(int width, int height) {
oesW = width;
oesH = height;
}
/**
- 設(shè)置SurfaceTexture
*/
public void setSurfaceTexture(SurfaceTexture surfaceTexture) {
this.surfaceTexture = surfaceTexture;
isReadyToDraw = false;
}
/**
- 設(shè)置SurfaceTexture回調(diào)
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對(duì)于很多初中級(jí)Android工程師而言,想要提升技能,往往是自己摸索成長(zhǎng),不成體系的學(xué)習(xí)效果低效漫長(zhǎng)且無(wú)助。整理的這些架構(gòu)技術(shù)希望對(duì)Android開(kāi)發(fā)的朋友們有所參考以及少走彎路,本文的重點(diǎn)是你有沒(méi)有收獲與成長(zhǎng),其余的都不重要,希望讀者們能謹(jǐn)記這一點(diǎn)。
為了大家能夠順利進(jìn)階中高級(jí)、架構(gòu)師,我特地為大家準(zhǔn)備了一套高手學(xué)習(xí)的源碼和框架視頻等精品Android架構(gòu)師教程,保證你學(xué)了以后保證薪資上升一個(gè)臺(tái)階。
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《互聯(lián)網(wǎng)大廠(chǎng)面試真題解析、進(jìn)階開(kāi)發(fā)核心學(xué)習(xí)筆記、全套講解視頻、實(shí)戰(zhàn)項(xiàng)目源碼講義》點(diǎn)擊傳送門(mén)即可獲??!文章來(lái)源地址http://www.zghlxwxcb.cn/news/detail-858149.html
[外鏈圖片轉(zhuǎn)存中…(img-y1L4m8WK-1713087540265)]
[外鏈圖片轉(zhuǎn)存中…(img-VNAZQs1M-1713087540265)]
[外鏈圖片轉(zhuǎn)存中…(img-0UNrd0xk-1713087540266)]
既有適合小白學(xué)習(xí)的零基礎(chǔ)資料,也有適合3年以上經(jīng)驗(yàn)的小伙伴深入學(xué)習(xí)提升的進(jìn)階課程,基本涵蓋了95%以上Android開(kāi)發(fā)知識(shí)點(diǎn),真正體系化!
由于文件比較大,這里只是將部分目錄截圖出來(lái),每個(gè)節(jié)點(diǎn)里面都包含大廠(chǎng)面經(jīng)、學(xué)習(xí)筆記、源碼講義、實(shí)戰(zhàn)項(xiàng)目、講解視頻,并且會(huì)持續(xù)更新!
如果你覺(jué)得這些內(nèi)容對(duì)你有幫助,可以?huà)叽a獲?。。。▊渥ⅲ篈ndroid)

最后
對(duì)于程序員來(lái)說(shuō),要學(xué)習(xí)的知識(shí)內(nèi)容、技術(shù)有太多太多,要想不被環(huán)境淘汰就只有不斷提升自己,從來(lái)都是我們?nèi)ミm應(yīng)環(huán)境,而不是環(huán)境來(lái)適應(yīng)我們!
最后,我再重復(fù)一次,如果你想成為一個(gè)優(yōu)秀的 Android 開(kāi)發(fā)人員,請(qǐng)集中精力,對(duì)基礎(chǔ)和重要的事情做深度研究。
對(duì)于很多初中級(jí)Android工程師而言,想要提升技能,往往是自己摸索成長(zhǎng),不成體系的學(xué)習(xí)效果低效漫長(zhǎng)且無(wú)助。整理的這些架構(gòu)技術(shù)希望對(duì)Android開(kāi)發(fā)的朋友們有所參考以及少走彎路,本文的重點(diǎn)是你有沒(méi)有收獲與成長(zhǎng),其余的都不重要,希望讀者們能謹(jǐn)記這一點(diǎn)。
為了大家能夠順利進(jìn)階中高級(jí)、架構(gòu)師,我特地為大家準(zhǔn)備了一套高手學(xué)習(xí)的源碼和框架視頻等精品Android架構(gòu)師教程,保證你學(xué)了以后保證薪資上升一個(gè)臺(tái)階。
以下是今天給大家分享的一些獨(dú)家干貨:
[外鏈圖片轉(zhuǎn)存中…(img-raEGnOu0-1713087540266)]文章來(lái)源:http://www.zghlxwxcb.cn/news/detail-858149.html
《互聯(lián)網(wǎng)大廠(chǎng)面試真題解析、進(jìn)階開(kāi)發(fā)核心學(xué)習(xí)筆記、全套講解視頻、實(shí)戰(zhàn)項(xiàng)目源碼講義》點(diǎn)擊傳送門(mén)即可獲?。?/strong>
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