android activity title



재생중인 비디오에 효과 적용 (1)

저는 Open Gl의 세계를 처음 접했고 많은 구글 검색을했지만 재생중인 비디오에서 Effects 를 구현할 수있는 방법을 찾을 수 없습니다. 약간의 연구 끝에 마침내 GLSurfaceView에서 비디오를 재생하는 데 사용할 수있는 class 를 찾았습니다. Google 문서 에서 비디오에 효과를 적용 할 수 있다는 것을 알고 있습니다.

post 따르면 비트 맵에 효과를 성공적으로 적용 할 수있었습니다. 이제 내 비디오에 대해 그렇게하고 싶습니다. 도움이되거나 조언을 주시면 감사하겠습니다.

재생중인 비디오를 렌더링하는 데 사용하는 VideoSurfaceView는 Here

package me.crossle.demo.surfacetexture;

import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

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

import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.media.MediaPlayer;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import android.view.Surface;

@SuppressLint("ViewConstructor")
class VideoSurfaceView extends GLSurfaceView {

    VideoRender mRenderer;
    private MediaPlayer mMediaPlayer = null;

    public VideoSurfaceView(Context context, MediaPlayer mp) {
        super(context);

        setEGLContextClientVersion(2);
        mMediaPlayer = mp;
        mRenderer = new VideoRender(context);
        setRenderer(mRenderer);
    }

    @Override
    public void onResume() {
        queueEvent(new Runnable(){
                public void run() {
                    mRenderer.setMediaPlayer(mMediaPlayer);
                }});

        super.onResume();
    }

    private static class VideoRender
        implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
        private static String TAG = "VideoRender";

        private static final int FLOAT_SIZE_BYTES = 4;
        private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
        private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
        private final float[] mTriangleVerticesData = {
            // X, Y, Z, U, V
            -1.0f, -1.0f, 0, 0.f, 0.f,
            1.0f, -1.0f, 0, 1.f, 0.f,
            -1.0f,  1.0f, 0, 0.f, 1.f,
            1.0f,  1.0f, 0, 1.f, 1.f,
        };

        private FloatBuffer mTriangleVertices;

        private final String mVertexShader =
                "uniform mat4 uMVPMatrix;\n" +
                "uniform mat4 uSTMatrix;\n" +
                "attribute vec4 aPosition;\n" +
                "attribute vec4 aTextureCoord;\n" +
                "varying vec2 vTextureCoord;\n" +
                "void main() {\n" +
                "  gl_Position = uMVPMatrix * aPosition;\n" +
                "  vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n" +
                "}\n";

        private final String mFragmentShader =
                "#extension GL_OES_EGL_image_external : require\n" +
                "precision mediump float;\n" +
                "varying vec2 vTextureCoord;\n" +
                "uniform samplerExternalOES sTexture;\n" +
                "void main() {\n" +
                "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
                "}\n";

        private float[] mMVPMatrix = new float[16];
        private float[] mSTMatrix = new float[16];

        private int mProgram;
        private int mTextureID;
        private int muMVPMatrixHandle;
        private int muSTMatrixHandle;
        private int maPositionHandle;
        private int maTextureHandle;

        private SurfaceTexture mSurface;
        private boolean updateSurface = false;

        private static int GL_TEXTURE_EXTERNAL_OES = 0x8D65;

        private MediaPlayer mMediaPlayer;

        public VideoRender(Context context) {
            mTriangleVertices = ByteBuffer.allocateDirect(
                mTriangleVerticesData.length * FLOAT_SIZE_BYTES)
                    .order(ByteOrder.nativeOrder()).asFloatBuffer();
            mTriangleVertices.put(mTriangleVerticesData).position(0);

            Matrix.setIdentityM(mSTMatrix, 0);
        }

        public void setMediaPlayer(MediaPlayer player) {
            mMediaPlayer = player;
        }

        @Override
        public void onDrawFrame(GL10 glUnused) {
            synchronized(this) {
                if (updateSurface) {
                    mSurface.updateTexImage();
                    mSurface.getTransformMatrix(mSTMatrix);
                    updateSurface = false;
                }
            }

            GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
            GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

            GLES20.glUseProgram(mProgram);
            checkGlError("glUseProgram");

            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);

            mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
            GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
                TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
            checkGlError("glVertexAttribPointer maPosition");
            GLES20.glEnableVertexAttribArray(maPositionHandle);
            checkGlError("glEnableVertexAttribArray maPositionHandle");

            mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
            GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
                TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
            checkGlError("glVertexAttribPointer maTextureHandle");
            GLES20.glEnableVertexAttribArray(maTextureHandle);
            checkGlError("glEnableVertexAttribArray maTextureHandle");

            Matrix.setIdentityM(mMVPMatrix, 0);
            GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
            GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);

            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
            checkGlError("glDrawArrays");
            GLES20.glFinish();

        }

        @Override
        public void onSurfaceChanged(GL10 glUnused, int width, int height) {

        }

        @Override
        public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
            mProgram = createProgram(mVertexShader, mFragmentShader);
            if (mProgram == 0) {
                return;
            }
            maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
            checkGlError("glGetAttribLocation aPosition");
            if (maPositionHandle == -1) {
                throw new RuntimeException("Could not get attrib location for aPosition");
            }
            maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
            checkGlError("glGetAttribLocation aTextureCoord");
            if (maTextureHandle == -1) {
                throw new RuntimeException("Could not get attrib location for aTextureCoord");
            }

            muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
            checkGlError("glGetUniformLocation uMVPMatrix");
            if (muMVPMatrixHandle == -1) {
                throw new RuntimeException("Could not get attrib location for uMVPMatrix");
            }

            muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
            checkGlError("glGetUniformLocation uSTMatrix");
            if (muSTMatrixHandle == -1) {
                throw new RuntimeException("Could not get attrib location for uSTMatrix");
            }


            int[] textures = new int[1];
            GLES20.glGenTextures(1, textures, 0);

            mTextureID = textures[0];
            GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
            checkGlError("glBindTexture mTextureID");

            GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
                                   GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
                                   GLES20.GL_LINEAR);

            /*
             * Create the SurfaceTexture that will feed this textureID,
             * and pass it to the MediaPlayer
             */
            mSurface = new SurfaceTexture(mTextureID);
            mSurface.setOnFrameAvailableListener(this);

            Surface surface = new Surface(mSurface);
            mMediaPlayer.setSurface(surface);
            mMediaPlayer.setScreenOnWhilePlaying(true);
            surface.release();

            try {
                mMediaPlayer.prepare();
            } catch (IOException t) {
                Log.e(TAG, "media player prepare failed");
            }

            synchronized(this) {
                updateSurface = false;
            }

            mMediaPlayer.start();
        }

        synchronized public void onFrameAvailable(SurfaceTexture surface) {
            updateSurface = true;
        }

        private 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) {
                    Log.e(TAG, "Could not compile shader " + shaderType + ":");
                    Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
                    GLES20.glDeleteShader(shader);
                    shader = 0;
                }
            }
            return shader;
        }

        private 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) {
                    Log.e(TAG, "Could not link program: ");
                    Log.e(TAG, GLES20.glGetProgramInfoLog(program));
                    GLES20.glDeleteProgram(program);
                    program = 0;
                }
            }
            return program;
        }

        private void checkGlError(String op) {
            int error;
            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
                Log.e(TAG, op + ": glError " + error);
                throw new RuntimeException(op + ": glError " + error);
            }
        }

    }  // End of class VideoRender.

}  // End of class VideoSurfaceView.

그리고 여기 내 주요 활동이 있습니다

package me.crossle.demo.surfacetexture;

import java.io.File;

import android.app.Activity;
import android.content.res.AssetFileDescriptor;
import android.content.res.Resources;
import android.media.MediaPlayer;
import android.os.Bundle;
import android.os.Environment;
import android.util.Log;

public class MainActivity extends Activity {

    private static final String TAG = "MainActivity";

    protected Resources mResources;

    private VideoSurfaceView mVideoView = null;
    private MediaPlayer mMediaPlayer = null;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        mResources = getResources();
        mMediaPlayer = new MediaPlayer();

        try {
            File dir = Environment
                    .getExternalStoragePublicDirectory(Environment.DIRECTORY_DOWNLOADS);

            File file = new File(dir,
                    "video.mp4");
            mMediaPlayer.setDataSource(file.getAbsolutePath());

        } catch (Exception e) {
            Log.e(TAG, e.getMessage(), e);
        }

        mVideoView = new VideoSurfaceView(this, mMediaPlayer);
        setContentView(mVideoView);

    }

    @Override
    protected void onResume() {
        super.onResume();
        mVideoView.onResume();
    }
}

문제를 해결했으며 다른 사람이 비디오에 다른 필터를 적용하는 방법을 찾고있는 경우 답변을 게시하고 있습니다.

Lunero Fadden 이 올바른 방향으로 지적한 후 이제는 거의 모든 Effects 효과를 재생중인 비디오에 적용 할 수 있습니다. 이러한 효과는 미리보기 목적 으로 만 사용되며 원본 비디오를 변경 하지는 않지만 여전히 나를 위해 일합니다.

내가 한 것은 렌더링되는 비디오에 적용된 FragmentShaders 코드를 변경하여 다른 효과를 얻을 수 있다는 것입니다.

다음은 일부 fragmentShaders 코드입니다.

흑백 효과

String fragmentShader = "#extension GL_OES_EGL_image_external : require\n"
                + "precision mediump float;\n"
                + "varying vec2 vTextureCoord;\n"
                + "uniform samplerExternalOES sTexture;\n" 
                + "void main() {\n"
                + "  vec4 color = texture2D(sTexture, vTextureCoord);\n"
                + "  float colorR = (color.r + color.g + color.b) / 3.0;\n"
                + "  float colorG = (color.r + color.g + color.b) / 3.0;\n"
                + "  float colorB = (color.r + color.g + color.b) / 3.0;\n"
                + "  gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
                + "}\n";

부정적인 영향

String fragmentShader = "#extension GL_OES_EGL_image_external : require\n"
                + "precision mediump float;\n"
                + "varying vec2 vTextureCoord;\n"
                + "uniform samplerExternalOES sTexture;\n"
                + "void main() {\n"
                + "  vec4 color = texture2D(sTexture, vTextureCoord);\n"
                + "  float colorR = (1.0 - color.r) / 1.0;\n"
                + "  float colorG = (1.0 - color.g) / 1.0;\n"
                + "  float colorB = (1.0 - color.b) / 1.0;\n"
                + "  gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
                + "}\n";

효과가없는 원본 비디오

흑백 효과가있는 비디오

네거티브 효과가있는 비디오

더 많은 효과를 적용하려면 github에서 VidEffects 를 살펴 보는 것이 좋습니다. 비디오에 다양한 효과를 적용하는 데 도움이됩니다.





glsurfaceview