Files
yusheng-android/BaseModule/src/main/java/com/xscm/moduleutil/widget/ChannelSplitRenderer1.java
2025-11-07 09:22:39 +08:00

197 lines
7.5 KiB
Java

package com.xscm.moduleutil.widget;
import android.graphics.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.Build;
import android.util.Log;
import androidx.annotation.RequiresApi;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
@RequiresApi(api = Build.VERSION_CODES.CUPCAKE)
public class ChannelSplitRenderer1 implements GLSurfaceView.Renderer {
private static final String VERTEX_SHADER =
"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 static final String FRAGMENT_SHADER =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform samplerExternalOES sTexture;\n" +
"void main() {\n" +
" vec2 uv = vTextureCoord;\n" +
" // 左边部分的 UV 坐标范围 (0.0, 0.1) 到 (0.6, 0.9)\n" +
" if (uv.x >= 0.0 && uv.x <= 0.6 && uv.y >= 0.1 && uv.y <= 0.9) {\n" +
" // 居中显示\n" +
" vec2 newUV = vec2(uv.x * (1.0 / 0.6), uv.y); // 水平方向拉伸\n" +
" gl_FragColor = texture2D(sTexture, newUV);\n" +
" } else {\n" +
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); // 设置为完全透明\n" +
" }\n" +
"}\n";
private int mProgram;
private int maPositionHandle;
private int maTextureHandle;
private int muMVPMatrixHandle;
private int muSTMatrixHandle;
private float[] mMVPMatrix = new float[16];
private float[] mSTMatrix = new float[16];
private SurfaceTexture surfaceTexture;
private int externalTextureId = -1;
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;
public ChannelSplitRenderer1() {
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
Matrix.setIdentityM(mSTMatrix, 0);
}
public interface OnSurfaceTextureReadyListener {
void onSurfaceTextureReady(SurfaceTexture surfaceTexture);
}
private OnSurfaceTextureReadyListener surfaceTextureReadyListener;
public void setOnSurfaceTextureReadyListener(OnSurfaceTextureReadyListener listener) {
this.surfaceTextureReadyListener = listener;
}
@Override
public void onSurfaceCreated(GL10 gl, javax.microedition.khronos.egl.EGLConfig config) {
Log.d("@@@@", "onDrawFrame called");
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_STENCIL_TEST);
GLES20.glDisable(GLES20.GL_BLEND);
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 设置透明背景
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
externalTextureId = textures[0];
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, externalTextureId);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
surfaceTexture = new SurfaceTexture(externalTextureId);
mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
if (surfaceTextureReadyListener != null) {
surfaceTextureReadyListener.onSurfaceTextureReady(surfaceTexture);
}
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
private long lastTimestamp = -1;
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
if (surfaceTexture != null) {
surfaceTexture.updateTexImage();
long timestamp = surfaceTexture.getTimestamp();
if (timestamp != lastTimestamp) {
Log.d("@@@", "New frame received, timestamp: " + timestamp);
lastTimestamp = timestamp;
}
surfaceTexture.getTransformMatrix(mSTMatrix);
} else {
Log.e("@@@", "SurfaceTexture is null in onDrawFrame");
}
GLES20.glUseProgram(mProgram);
Matrix.setIdentityM(mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
mTriangleVertices.position(0);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 20, mTriangleVertices);
GLES20.glEnableVertexAttribArray(maPositionHandle);
mTriangleVertices.position(3);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 20, mTriangleVertices);
GLES20.glEnableVertexAttribArray(maTextureHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, externalTextureId);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
public SurfaceTexture getSurfaceTexture() {
return surfaceTexture;
}
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
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) {
return 0;
}
return shader;
}
private int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
int program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, pixelShader);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
return 0;
}
return program;
}
}