opengl es 中MediaCodec通过C++将YUV格式编码成MP4视频代码例子
时间: 2024-03-17 17:40:38 浏览: 90
以下是一个简单的例子,展示了如何使用OpenGL ES和MediaCodec将YUV格式编码成MP4视频。在此之前,需要确保您已经了解了OpenGL ES和MediaCodec的基本使用方法。
首先,需要创建OpenGL ES环境,并将YUV数据绘制到纹理上。以下是示例代码:
```c++
// 创建OpenGL ES环境
EGLDisplay eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
EGLint major, minor;
eglInitialize(eglDisplay, &major, &minor);
EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
EGLint numConfigs;
EGLConfig eglConfig;
eglChooseConfig(eglDisplay, configAttribs, &eglConfig, 1, &numConfigs);
EGLint pbufferAttribs[] = {
EGL_WIDTH, width,
EGL_HEIGHT, height,
EGL_NONE,
};
EGLSurface eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig, pbufferAttribs);
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
// 创建OpenGL ES纹理
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 绘制YUV数据到纹理上
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, YUVData);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width / 2, height / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, YUVData + width * height);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width / 2, height / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, YUVData + width * height * 5 / 4);
```
然后,需要创建MediaCodec编码器,并将OpenGL ES纹理作为输入数据。以下是示例代码:
```c++
// 创建MediaCodec编码器
AMediaFormat* format = AMediaFormat_new();
AMediaFormat_setString(format, AMEDIAFORMAT_KEY_MIME, "video/avc");
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_WIDTH, width);
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_HEIGHT, height);
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_BIT_RATE, bitRate);
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_FRAME_RATE, frameRate);
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_COLOR_FORMAT, OMX_COLOR_FormatYUV420SemiPlanar);
AMediaFormat_setInt32(format, AMEDIAFORMAT_KEY_I_FRAME_INTERVAL, iFrameInterval);
AMediaCodec* codec = AMediaCodec_createEncoderByType("video/avc");
AMediaCodec_configure(codec, format, NULL, NULL, AMEDIACODEC_CONFIGURE_FLAG_ENCODE);
AMediaCodec_start(codec);
// 将OpenGL ES纹理作为输入数据
AMediaCodecBufferInfo bufferInfo;
memset(&bufferInfo, 0, sizeof(bufferInfo));
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
for (int i = 0; i < frameCount; i++) {
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// 绘制YUV数据到纹理上
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, YUVData);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width / 2, height / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, YUVData + width * height);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width / 2, height / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, YUVData + width * height * 5 / 4);
// 将纹理作为输入数据
glUseProgram(program);
glUniform1i(texSamplerHandle, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// 从MediaCodec编码器获取输出数据
int outputBufferIndex = AMediaCodec_dequeueOutputBuffer(codec, &bufferInfo, 0);
if (outputBufferIndex >= 0) {
AMediaCodecBufferInfo* outputBufferInfo = AMediaCodec_getOutputBufferInfo(codec, outputBufferIndex);
uint8_t* outputBuffer = AMediaCodec_getOutputBuffer(codec, outputBufferIndex);
// 将输出数据写入MP4文件
fwrite(outputBuffer, 1, outputBufferInfo->size, outputFile);
AMediaCodec_releaseOutputBuffer(codec, outputBufferIndex, false);
}
}
```
最后,需要释放资源并停止编码器。以下是示例代码:
```c++
// 释放资源
AMediaCodec_stop(codec);
AMediaCodec_delete(codec);
AMediaFormat_delete(format);
glDeleteTextures(1, &textureID);
eglDestroySurface(eglDisplay, eglSurface);
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(eglDisplay, eglContext);
eglTerminate(eglDisplay);
```
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