Android使用Opengl录像时添加水印

最近需要开发一个类似行车记录仪的app,其中需要给录制的视频添加动态水印。我使用的是OpenGL开发的,刚开始实现的是静态水印,后面才实现的动态水印。

先上效果图,左下角的是静态水印,中间偏下的是时间水印(动态水印):

一、静态水印

实现原理:录像时是通过OpenGL把图像渲染到GLSurfaceView上的,通俗的讲,就是把图片画到一块画布上,然后展示出来。添加图片水印,就是把水印图片跟录制的图像一起画到画布上。

这是加载纹理跟阴影的Java类

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");

}

}

/**

* 加载编译连接阴影

* @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;

这是画水印的Java类

/**

* 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;

/**

* 一个“完整”的正方形,从两维延伸到-1到1。

* 当 模型/视图/投影矩阵是都为单位矩阵的时候,这将完全覆盖视口。

* 纹理坐标相对于矩形是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];// 投影矩阵

public float[] mViewMatrix = new float[16]; // 摄像机位置朝向9参数矩阵

public float[] mModelMatrix = new float[16];// 模型变换矩阵

public float[] mMVPMatrix = new float[16];// 获取具体物体的总变换矩阵

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);

// 设置纹理

GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);

GLES20.glUniform1i(mProgram.sTextureLoc, 0);

GlUtil.checkGlError("GL_TEXTURE_2D sTexture");

// 设置 model / view / projection 矩阵

GLES20.glUniformMatrix4fv(mProgram.uMVPMatrixLoc, 1, false, getFinalMatrix(), 0);

GlUtil.checkGlError("glUniformMatrix4fv uMVPMatrixLoc");

// 使用简单的VAO 设置顶点坐标数据

GLES20.glEnableVertexAttribArray(mProgram.aPositionLoc);

GLES20.glVertexAttribPointer(mProgram.aPositionLoc, mCoordsPerVertex,

GLES20.GL_FLOAT, false, mVertexStride, mVertexArray);

GlUtil.checkGlError("VAO aPositionLoc");

// 使用简单的VAO 设置纹理坐标数据

GLES20.glEnableVertexAttribArray(mProgram.aTextureCoordLoc);

GLES20.glVertexAttribPointer(mProgram.aTextureCoordLoc, mCoordsPerTexture,

GLES20.GL_FLOAT, false, mTexCoordStride, mTexCoordArray);

GlUtil.checkGlError("VAO aTextureCoordLoc");

// GL_TRIANGLE_STRIP三角形带,这就为啥只需要指出4个坐标点,就能画出两个三角形了。

GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mVertexCount);

// Done -- 解绑~

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;

}

/**

* 删除texture

*/

public static void deleteTex(final int hTex) {

LogUtil.v("WaterSignature", "deleteTex:");

final int[] tex = new int[] {hTex};

GLES20.glDeleteTextures(1, tex, 0);

}

}

没时间了。先写到这,后面是调用,迟点再写。

下面是如何把水印绘制到画布上:

1、在SurfaceTexture的onSurfaceCreated方法中初始化并设置阴影;

@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

// 使用黄色清除界面

GLES20.glClearColor(1.0f, 1.0f, 0.0f, 1.0f);

//设置水印

if (mWaterSign == null) {

mWaterSign = new WaterSignature();

}

//设置阴影

mWaterSign.setShaderProgram(new WaterSignSProgram());

mSignTexId = loadTexture(MyApplication.getContext(), R.mipmap.watermark);

}

这里是生成mSignTexId 的方法,把该图像与纹理id绑定并返回:

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; //指定需要的是原始数据,非压缩数据

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;

}

//告诉OpenGL后面纹理调用应该是应用于哪个纹理对象

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureObjectIds[0]);

//设置缩小的时候(GL_TEXTURE_MIN_FILTER)使用mipmap三线程过滤

GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);

//设置放大的时候(GL_TEXTURE_MAG_FILTER)使用双线程过滤

GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);

//Android设备y坐标是反向的,正常图显示到设备上是水平颠倒的,解决方案就是设置纹理包装,纹理T坐标(y)设置镜面重复

//ball读取纹理的时候 t范围坐标取正常值+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贴图

GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);

//解除纹理操作的绑定

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);

return textureObjectIds[0];

}

2、在绘制方法onDrawFrame中绘制画面的同时把水印绘制进去;

/**

* 绘图到glsurface

* 我们将rendermode设置为glsurfaceview.rendermode_when_dirty,

* 仅当调用requestrender时调用此方法(=需要更新纹理时)

* 如果不在脏时设置rendermode,则此方法的最大调用速度为60fps。

*/

@Override

public void onDrawFrame(final GL10 unused) {

GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

GLES20.glEnable(GLES20.GL_BLEND);

//开启GL的混合模式,即图像叠加

GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);

/**

*中间这里是你绘制的预览画面

*/

//画水印(非动态)

GLES20.glViewport(20, 20, 288, 120);

mWaterSign.drawFrame(mSignTexId);

}

这里最重要的是要开启GL的混合模式,即图像叠加,不然你绘制的水印会覆盖原先的预览画面

//开启GL的混合模式,即图像叠加

GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

以上是 Android使用Opengl录像时添加水印 的全部内容, 来源链接: utcz.com/p/242618.html

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