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Android OpenGLES如何给相机添加滤镜详解

2019年09月06日  | 移动技术网IT编程  | 我要评论

出租天使下载,8a商业源码,李晓燕 人肉

滤镜介绍

目前市面上的滤镜有很多,但整体归类也就几样,都是在fragment shader中进行处理。目前滤镜最常用的就是 lut滤镜以及调整rgb曲线的滤镜了。其他的类型变更大同小异。

动态滤镜的构建

为了实现动态下载的滤镜,我们接下来实现一套滤镜的json参数,主要包括滤镜类型、滤镜名称、vertex shader、fragment shader 文件、统一变量列表、与统一变量绑定的纹理图片、默认滤镜强度、是否带纹理宽高偏移量、音乐路径、音乐是否循环播放等参数。

json 以及各个字段的介绍如下:

{
 "filterlist": [{
  "type": "filter", // 表明滤镜类型,目前filter是只普通滤镜,后续还会加入其它类型的滤镜
  "name": "amaro", // 滤镜名称
  "vertexshader": "", // vertex shader 文件名
  "fragmentshader": "fragment.glsl", // fragment shader 文件名
  "uniformlist":["blowouttexture", "overlaytexture", "maptexture"], // 统一变量
  "uniformdata": { // 与统一变量绑定的纹理图片
   "blowouttexture": "blowout.png",
   "overlaytexture": "overlay.png",
   "maptexture": "map.png"
  },
  "strength": 1.0,  // 默认滤镜强度 0.0 ~ 1.0之间
  "texeloffset": 0,  // 是否需要支持宽高偏移值,即需要传递 1.0f/width, 1.0f/height到shader中
  "audiopath": "",  // 音乐路径
  "audiolooping": 1  // 是否循环播放音乐
 }]
}

有了json 之后,我们需要解码得到滤镜参数对象,解码如下:

/**
  * 解码滤镜数据
  * @param folderpath
  * @return
  */
 public static dynamiccolor decodefilterdata(string folderpath)
   throws ioexception, jsonexception {

  file file = new file(folderpath, "json");
  string filterjson = fileutils.converttostring(new fileinputstream(file));

  jsonobject jsonobject = new jsonobject(filterjson);
  dynamiccolor dynamiccolor = new dynamiccolor();
  dynamiccolor.unzippath = folderpath;
  if (dynamiccolor.filterlist == null) {
   dynamiccolor.filterlist = new arraylist<>();
  }

  jsonarray filterlist = jsonobject.getjsonarray("filterlist");
  for (int filterindex = 0; filterindex < filterlist.length(); filterindex++) {
   dynamiccolordata filterdata = new dynamiccolordata();
   jsonobject jsondata = filterlist.getjsonobject(filterindex);
   string type = jsondata.getstring("type");
   // todo 目前滤镜只做普通的filter,其他复杂的滤镜类型后续在做处理
   if ("filter".equals(type)) {
    filterdata.name = jsondata.getstring("name");
    filterdata.vertexshader = jsondata.getstring("vertexshader");
    filterdata.fragmentshader = jsondata.getstring("fragmentshader");
    // 获取统一变量字段
    jsonarray uniformlist = jsondata.getjsonarray("uniformlist");
    for (int uniformindex = 0; uniformindex < uniformlist.length(); uniformindex++) {
     string uniform = uniformlist.getstring(uniformindex);
     filterdata.uniformlist.add(uniform);
    }

    // 获取统一变量字段绑定的图片资源
    jsonobject uniformdata = jsondata.getjsonobject("uniformdata");
    if (uniformdata != null) {
     iterator<string> dataiterator = uniformdata.keys();
     while (dataiterator.hasnext()) {
      string key = dataiterator.next();
      string value = uniformdata.getstring(key);
      filterdata.uniformdatalist.add(new dynamiccolordata.uniformdata(key, value));
     }
    }
    filterdata.strength = (float) jsondata.getdouble("strength");
    filterdata.texeloffset = (jsondata.getint("texeloffset") == 1);
    filterdata.audiopath = jsondata.getstring("audiopath");
    filterdata.audiolooping = (jsondata.getint("audiolooping") == 1);
   }
   dynamiccolor.filterlist.add(filterdata);
  }

  return dynamiccolor;
 }

滤镜的实现

在解码得到滤镜参数之后,我们接下来实现动态滤镜渲染过程。为了方便构建滤镜,我们创建一个滤镜资源加载器,代码如下:

/**
 * 滤镜资源加载器
 */
public class dynamiccolorloader {

 private static final string tag = "dynamiccolorloader";

 // 滤镜所在的文件夹
 private string mfolderpath;
 // 动态滤镜数据
 private dynamiccolordata mcolordata;
 // 资源索引加载器
 private resourcedatacodec mresourcecodec;
 // 动态滤镜
 private final weakreference<dynamiccolorbasefilter> mweakfilter;
 // 统一变量列表
 private hashmap<string, integer> muniformhandlelist = new hashmap<>();
 // 纹理列表
 private int[] mtexturelist;

 // 句柄
 private int mtexelwidthoffsethandle = openglutils.gl_not_init;
 private int mtexelheightoffsethandle = openglutils.gl_not_init;
 private int mstrengthhandle = openglutils.gl_not_init;
 private float mstrength = 1.0f;
 private float mtexelwidthoffset = 1.0f;
 private float mtexelheightoffset = 1.0f;

 public dynamiccolorloader(dynamiccolorbasefilter filter, dynamiccolordata colordata, string folderpath) {
  mweakfilter = new weakreference<>(filter);
  mfolderpath = folderpath.startswith("file://") ? folderpath.substring("file://".length()) : folderpath;
  mcolordata = colordata;
  mstrength = (colordata == null) ? 1.0f : colordata.strength;
  pair pair = resourcecodec.getresourcefile(mfolderpath);
  if (pair != null) {
   mresourcecodec = new resourcedatacodec(mfolderpath + "/" + (string) pair.first, mfolderpath + "/" + pair.second);
  }
  if (mresourcecodec != null) {
   try {
    mresourcecodec.init();
   } catch (ioexception e) {
    log.e(tag, "dynamiccolorloader: ", e);
    mresourcecodec = null;
   }
  }
  if (!textutils.isempty(mcolordata.audiopath)) {
   if (mweakfilter.get() != null) {
    mweakfilter.get().setaudiopath(uri.parse(mfolderpath + "/" + mcolordata.audiopath));
    mweakfilter.get().setlooping(mcolordata.audiolooping);
   }
  }
  loadcolortexture();
 }

 /**
  * 加载纹理
  */
 private void loadcolortexture() {
  if (mcolordata.uniformdatalist == null || mcolordata.uniformdatalist.size() <= 0) {
   return;
  }
  mtexturelist = new int[mcolordata.uniformdatalist.size()];
  for (int dataindex = 0; dataindex < mcolordata.uniformdatalist.size(); dataindex++) {
   bitmap bitmap = null;
   if (mresourcecodec != null) {
    bitmap = mresourcecodec.loadbitmap(mcolordata.uniformdatalist.get(dataindex).value);
   }
   if (bitmap == null) {
    bitmap = bitmaputils.getbitmapfromfile(mfolderpath + "/" + string.format(mcolordata.uniformdatalist.get(dataindex).value));
   }
   if (bitmap != null) {
    mtexturelist[dataindex] = openglutils.createtexture(bitmap);
    bitmap.recycle();
   } else {
    mtexturelist[dataindex] = openglutils.gl_not_texture;
   }
  }
 }


 /**
  * 绑定统一变量句柄
  * @param programhandle
  */
 public void onbinduniformhandle(int programhandle) {
  if (programhandle == openglutils.gl_not_init || mcolordata == null) {
   return;
  }
  mstrengthhandle = gles30.glgetuniformlocation(programhandle, "strength");
  if (mcolordata.texeloffset) {
   mtexelwidthoffsethandle = gles30.glgetuniformlocation(programhandle, "texelwidthoffset");
   mtexelheightoffsethandle = gles30.glgetuniformlocation(programhandle, "texelheightoffset");
  } else {
   mtexelwidthoffsethandle = openglutils.gl_not_init;
   mtexelheightoffsethandle = openglutils.gl_not_init;
  }
  for (int uniformindex = 0; uniformindex < mcolordata.uniformlist.size(); uniformindex++) {
   string uniformstring = mcolordata.uniformlist.get(uniformindex);
   int handle = gles30.glgetuniformlocation(programhandle, uniformstring);
   muniformhandlelist.put(uniformstring, handle);
  }
 }

 /**
  * 输入纹理大小
  * @param width
  * @param height
  */
 public void oninputsizechange(int width, int height) {
  mtexelwidthoffset = 1.0f / width;
  mtexelheightoffset = 1.0f / height;
 }

 /**
  * 绑定滤镜纹理,只需要绑定一次就行,不用重复绑定,减少开销
  */
 public void ondrawframebegin() {
  if (mstrengthhandle != openglutils.gl_not_init) {
   gles30.gluniform1f(mstrengthhandle, mstrength);
  }
  if (mtexelwidthoffsethandle != openglutils.gl_not_init) {
   gles30.gluniform1f(mtexelwidthoffsethandle, mtexelwidthoffset);
  }
  if (mtexelheightoffsethandle != openglutils.gl_not_init) {
   gles30.gluniform1f(mtexelheightoffsethandle, mtexelheightoffset);
  }

  if (mtexturelist == null || mcolordata == null) {
   return;
  }
  // 逐个绑定纹理
  for (int dataindex = 0; dataindex < mcolordata.uniformdatalist.size(); dataindex++) {
   for (int uniformindex = 0; uniformindex < muniformhandlelist.size(); uniformindex++) {
    // 如果统一变量存在,则直接绑定纹理
    integer handle = muniformhandlelist.get(mcolordata.uniformdatalist.get(dataindex).uniform);
    if (handle != null && mtexturelist[dataindex] != openglutils.gl_not_texture) {
     openglutils.bindtexture(handle, mtexturelist[dataindex], dataindex + 1);
    }
   }
  }
 }

 /**
  * 释放资源
  */
 public void release() {
  if (mtexturelist != null && mtexturelist.length > 0) {
   gles30.gldeletetextures(mtexturelist.length, mtexturelist, 0);
   mtexturelist = null;
  }
  if (mweakfilter.get() != null) {
   mweakfilter.clear();
  }
 }

 /**
  * 设置强度
  * @param strength
  */
 public void setstrength(float strength) {
  mstrength = strength;
 }
}

然后我们构建一个dynamiccolorfilter的基类,方便后续添加其他类型的滤镜,代码如下:

public class dynamiccolorbasefilter extends glimageaudiofilter {

 // 颜色滤镜参数
 protected dynamiccolordata mdynamiccolordata;
 protected dynamiccolorloader mdynamiccolorloader;

 public dynamiccolorbasefilter(context context, dynamiccolordata dynamiccolordata, string unzippath) {
  super(context, (dynamiccolordata == null || textutils.isempty(dynamiccolordata.vertexshader)) ? vertex_shader
      : getshaderstring(context, unzippath, dynamiccolordata.vertexshader),
    (dynamiccolordata == null || textutils.isempty(dynamiccolordata.fragmentshader)) ? fragment_shader_2d
      : getshaderstring(context, unzippath, dynamiccolordata.fragmentshader));
  mdynamiccolordata = dynamiccolordata;
  mdynamiccolorloader = new dynamiccolorloader(this, mdynamiccolordata, unzippath);
  mdynamiccolorloader.onbinduniformhandle(mprogramhandle);
 }

 @override
 public void oninputsizechanged(int width, int height) {
  super.oninputsizechanged(width, height);
  if (mdynamiccolorloader != null) {
   mdynamiccolorloader.oninputsizechange(width, height);
  }
 }

 @override
 public void ondrawframebegin() {
  super.ondrawframebegin();
  if (mdynamiccolorloader != null) {
   mdynamiccolorloader.ondrawframebegin();
  }
 }

 @override
 public void release() {
  super.release();
  if (mdynamiccolorloader != null) {
   mdynamiccolorloader.release();
  }
 }

 /**
  * 设置强度,调节滤镜的轻重程度
  * @param strength
  */
 public void setstrength(float strength) {
  if (mdynamiccolorloader != null) {
   mdynamiccolorloader.setstrength(strength);
  }
 }

 /**
  * 根据解压路径和shader名称读取shader的字符串内容
  * @param unzippath
  * @param shadername
  * @return
  */
 protected static string getshaderstring(context context, string unzippath, string shadername) {
  if (textutils.isempty(unzippath) || textutils.isempty(shadername)) {
   throw new illegalargumentexception("shader is empty!");
  }
  string path = unzippath + "/" + shadername;
  if (path.startswith("assets://")) {
   return openglutils.getshaderfromassets(context, path.substring("assets://".length()));
  } else if (path.startswith("file://")) {
   return openglutils.getshaderfromfile(path.substring("file://".length()));
  }
  return openglutils.getshaderfromfile(path);
 }

}

接下来我们构建动态滤镜组,因为动态滤镜有可能有多个滤镜组合而成。代码如下:

public class glimagedynamiccolorfilter extends glimagegroupfilter {

 public glimagedynamiccolorfilter(context context, dynamiccolor dynamiccolor) {
  super(context);
  // 判断数据是否存在
  if (dynamiccolor == null || dynamiccolor.filterlist == null
    || textutils.isempty(dynamiccolor.unzippath)) {
   return;
  }
  // 添加滤镜
  for (int i = 0; i < dynamiccolor.filterlist.size(); i++) {
   mfilters.add(new dynamiccolorfilter(context, dynamiccolor.filterlist.get(i), dynamiccolor.unzippath));
  }
 }

 /**
  * 设置滤镜强度
  * @param strength
  */
 public void setstrength(float strength) {
  for (int i = 0; i < mfilters.size(); i++) {
   if (mfilters.get(i) != null && mfilters.get(i) instanceof dynamiccolorbasefilter) {
    ((dynamiccolorbasefilter) mfilters.get(i)).setstrength(strength);
   }
  }
 }
}

总结

基本的动态滤镜实现起来比较简单,总的来说就是简单的json参数、shader、统一变量和纹理绑定需要做成动态构建的过程而已。

效果如下:


动态滤镜效果

该效果是通过解压asset目录下的压缩包资源来实现的。你只需要提供包含shader 、纹理资源、以及json的压缩包即可更改滤镜。

详细实现过程,可参考本人的开源项目:
caincamera

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