GLES学习笔记---EGLImage绑定纹理
2023-12-21 21:32:06
JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk_processEglImage
(JNIEnv *env, jobject obj, jobject bitmap) {
LOGD("processEglImage1");
glUseProgram(gl_cxt.program);
AndroidBitmapInfo bitmapInfo;
if (AndroidBitmap_getInfo(env, bitmap, &bitmapInfo) < 0) {
LOGE("AndroidBitmap_getInfo() failed ! ");
return;
}
void *bmpPixels;
LOGD("processEglImage2, format: %d, stride: %d", bitmapInfo.format, bitmapInfo.stride);
AndroidBitmap_lockPixels(env, bitmap, &bmpPixels);
LOGD("processEglImage3");
uint32_t width = bitmapInfo.width;
uint32_t height = bitmapInfo.height;
AHardwareBuffer_Desc desc = {width, height, 1,
AHARDWAREBUFFER_FORMAT_R8G8B8A8_UNORM,
AHARDWAREBUFFER_USAGE_CPU_WRITE_OFTEN|AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE,
width, 0 ,0};
AHardwareBuffer *inBuffer;
int ret = AHardwareBuffer_allocate(&desc, &inBuffer);
LOGD("AHardwareBuffer_allocate ret: %d", ret);
// write data>>
AHardwareBuffer_Planes planes_info = {0};
LOGD("AHardwareBuffer_lockPlanes E");
ret = AHardwareBuffer_lockPlanes(inBuffer,
AHARDWAREBUFFER_USAGE_CPU_WRITE_MASK,
-1,
nullptr,
&planes_info);
LOGD("AHardwareBuffer_lockPlanes X");
if (ret != 0) {
LOGE("Failed to AHardwareBuffer_lockPlanes");
} else {
memcpy(planes_info.planes[0].data, bmpPixels, width * height * 4);
// unsigned char *pData = static_cast<unsigned char *>(planes_info.planes[0].data);
// for (int i = 0; i < width * height * 4; i++) {
// pData[i] = i % 255;
// }
ret = AHardwareBuffer_unlock(inBuffer, nullptr);
if (ret != 0) {
LOGE("Failed to AHardwareBuffer_unlock");
}
}
// write data<<
EGLint eglImageAttributes[] = {EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE};
EGLClientBuffer cb = eglGetNativeClientBufferANDROID(inBuffer);
LOGD("eglGetNativeClientBufferANDROID cb: %p", cb);
EGLImageKHR eglImageHandle = eglCreateImageKHR(eglGetDisplay(EGL_DEFAULT_DISPLAY), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID,
cb,
reinterpret_cast<const EGLint *>(eglImageAttributes));
LOGD("eglCreateImageKHR eglImageHandle: %p", eglImageHandle);
LOGD("error: %d", eglGetError());
unsigned int textureId;
glGenTextures(1, &textureId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
LOGD("glEGLImageTargetTexture2DOES E");
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImageHandle);
LOGD("glEGLImageTargetTexture2DOES X");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
AndroidBitmap_unlockPixels(env, bitmap);
/*顶点 纹理*/
float vertices[] = {-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f};
unsigned int indices[] = {
0, 1, 2, // first triangle
1, 2, 3 // second triangle
};
// optimal
unsigned int VBO, EBO, VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)((0 + 3)*sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(0);
glBindVertexArray(VAO);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
unsigned int fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
//glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
// must, 否则读不出绘制后数据
glFinish();
unsigned char *ptrReader = nullptr;
unsigned char *dstBuffer = static_cast<unsigned char *>(malloc(width * height * 4));
LOGD("AHardwareBuffer_lock E");
AHardwareBuffer_lock(inBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr,
(void **) &ptrReader);
LOGD("AHardwareBuffer_lock X");
memcpy(dstBuffer, ptrReader, width * height * 4);
AHardwareBuffer_unlock(inBuffer, nullptr);
LOGD("%d, %d, %d, %d", *dstBuffer, *(dstBuffer+1), *(dstBuffer+2), *(dstBuffer+3));
eglSwapBuffers(gl_cxt.display, gl_cxt.winSurface);
LOGD("X");
}
EGLClientBuffer cb = eglGetNativeClientBufferANDROID(inBuffer);
将HardwareBuffer转换成 eglCreateImageKHR需要的格式
EGLImageKHR eglImageHandle = eglCreateImageKHR(eglGetDisplay(EGL_DEFAULT_DISPLAY), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID,
cb,
reinterpret_cast<const EGLint *>(eglImageAttributes));
创建EGLImage
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, eglImageHandle);
绑定EGLImage到纹理
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
//glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
离屏渲染,绘制到fbo对应的纹理上(不是屏幕)
glFinish();
unsigned char *ptrReader = nullptr;
unsigned char *dstBuffer = static_cast<unsigned char *>(malloc(width * height * 4));
LOGD("AHardwareBuffer_lock E");
AHardwareBuffer_lock(inBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr,
(void **) &ptrReader);
LOGD("AHardwareBuffer_lock X");
memcpy(dstBuffer, ptrReader, width * height * 4);
AHardwareBuffer_unlock(inBuffer, nullptr);
绘制完了glFinish一下,AHardwareBuffer_lock就能将绘制好的内容读出来。
为啥需要glFinish暂时还不清楚,没有glFinish的话ptrReader里面的像素值还是输入的inBuffer的值。
还有就是不清楚为啥绘制完了,绘制的结果就到了HardwareBuffer里面了,HardwareBuffer是输入啊
文章来源:https://blog.csdn.net/cfc1243570631/article/details/135139836
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