glsurfaceview 渲染到fbo然后自定义编码帧数的示例
时间: 2024-02-16 11:02:43 浏览: 27
这里提供一个glsurfaceview渲染到fbo然后自定义编码帧数的示例,具体实现步骤如下:
1. 创建一个GLSurfaceView并设置Renderer
```java
GLSurfaceView glSurfaceView = new GLSurfaceView(context);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new MyRenderer());
```
2. 在Renderer中创建FBO并渲染到FBO
```java
public class MyRenderer implements GLSurfaceView.Renderer {
private int mFboId;
private int mTextureId;
private int mFrameWidth;
private int mFrameHeight;
private int mFrameRate = 15; // 自定义帧率为15帧
private long mLastFrameTimestamp = 0;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 创建FBO并初始化
int[] fboIds = new int[1];
GLES20.glGenFramebuffers(1, fboIds, 0);
mFboId = fboIds[0];
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId);
// 创建纹理并初始化
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
mTextureId = textureIds[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mFrameWidth, mFrameHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mTextureId, 0);
// 解绑FBO
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// ...
}
@Override
public void onDrawFrame(GL10 gl) {
// 渲染到FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId);
GLES20.glViewport(0, 0, mFrameWidth, mFrameHeight);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// 绘制场景
// ...
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
// 编码并传输数据
long timestamp = System.nanoTime() / 1000;
if (timestamp - mLastFrameTimestamp >= 1000000 / mFrameRate) { // 控制帧率
mLastFrameTimestamp = timestamp;
ByteBuffer buffer = ByteBuffer.allocateDirect(mFrameWidth * mFrameHeight * 4);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId);
GLES20.glReadPixels(0, 0, mFrameWidth, mFrameHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
// 将buffer传给MediaCodec编码器
// ...
}
}
}
```
在onDrawFrame方法中,首先渲染到FBO,然后在一定时间间隔内进行编码并传输数据,从而实现自定义帧率。需要注意的是,这里只演示了渲染和编码的部分,具体实现中还需要添加MediaCodec编码器的相关代码。
以上就是一个简单的glsurfaceview渲染到fbo然后自定义编码帧数的示例。