欧美bbbwbbbw肥妇,免费乱码人妻系列日韩,一级黄片

讓IjkPlayer支持插入自定義的GPU濾鏡方法

 更新時間:2018年01月24日 16:26:15   作者:湖廣午王  
下面小編就為大家分享一篇讓IjkPlayer支持插入自定義的GPU濾鏡方法,具有很好的參考價值,希望對大家有所幫助。一起跟隨小編過來看看吧

最近因為工作的原因,需要提供一個將我們的AiyaEffectsSDK插入到IjkPlayer中的示例,就不得不好好看了下IjkPlayer的代碼。在IjkPlayer中并沒有提供設(shè)置自定義GPU濾鏡的接口,所以最后只能自己動手,以求豐衣足食了。不得不說,Bilibili開源的這個IjkPlayer播放器的確非常強大,代碼設(shè)計的非常清晰,仔細看看,能學到不少東西。

IjkPlayer源碼獲取及編譯方法

源碼地址,編譯參考readme即可:

# 獲取ijk源碼
git clone https://github.com/Bilibili/ijkplayer.git ijkplayer-android
# 進入源碼目錄
cd ijkplayer-android
# checkout 最新版本
git checkout -B latest k0.8.0
# 執(zhí)行腳本,此腳本會下載ijk依賴的源碼,比如ffmpeg
./init-android.sh
# 編譯ffmpeg, all可以換成指定版本,如armv7a
cd android/contrib
./compile-ffmpeg.sh clean
./compile-ffmpeg.sh all
# 編譯ijkplayer,all可以換成指定版本,如armv7a
cd ..
./compile-ijk.sh all

IjkPlayer分析及修改

Android 版的IjkPlayer示例工程中,播放視頻界面為tv.danmaku.ijk.media.example.activities.VideoActivity,在VideoActivity中使用的是IjkVideoView來播放視頻的,位于tv.danmaku.ijk.media.example.widget.media包下。

IjkVideoView使用與Android的VideoView基本一致,在IjkVideoView中,設(shè)置視頻源調(diào)用setVideoURI方法,而此方法又會調(diào)用private屬性的openVideo方法。在openVideo方法中,會根據(jù)mSettings.getPlayer()的值創(chuàng)建一個IMediaPlayer:

public IMediaPlayer createPlayer(int playerType) {
  IMediaPlayer mediaPlayer = null;
  switch (playerType) {
   case Settings.PV_PLAYER__IjkExoMediaPlayer: {
    IjkExoMediaPlayer IjkExoMediaPlayer = new IjkExoMediaPlayer(mAppContext);
    mediaPlayer = IjkExoMediaPlayer;
   }
   break;
   case Settings.PV_PLAYER__AndroidMediaPlayer: {
    AndroidMediaPlayer androidMediaPlayer = new AndroidMediaPlayer();
    mediaPlayer = androidMediaPlayer;
   }
   break;
   case Settings.PV_PLAYER__IjkMediaPlayer:
   default: {
    IjkMediaPlayer ijkMediaPlayer = null;
    if (mUri != null) {
     ijkMediaPlayer = new IjkMediaPlayer();
     ijkMediaPlayer.native_setLogLevel(IjkMediaPlayer.IJK_LOG_DEBUG);
     if (mSettings.getUsingMediaCodec()) {
      ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 1);
      if (mSettings.getUsingMediaCodecAutoRotate()) {
       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 1);
      } else {
       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-auto-rotate", 0);
      }
      if (mSettings.getMediaCodecHandleResolutionChange()) {
       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 1);
      } else {
       ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec-handle-resolution-change", 0);
      }
     } else {
      ijkMediaPlayer.setOption(IjkMediaPlayer.OPT_CATEGORY_PLAYER, "mediacodec", 0);
     }
     //省略其他參數(shù)設(shè)置的的代碼
    }
    mediaPlayer = ijkMediaPlayer;
   }
   break;
  }
  if (mSettings.getEnableDetachedSurfaceTextureView()) {
   mediaPlayer = new TextureMediaPlayer(mediaPlayer);
  }
  return mediaPlayer;
 }

從上面代碼中可以看到,在IjkVideoView中多處用到了mSettings,mSettings的值主要是用戶設(shè)置的,通過SharedPreferences保存的,包括音視頻解碼設(shè)置、是否使用OpenSLES、渲染View等等??梢詤⒖碨ettingsActivity界面。

根據(jù)playerType創(chuàng)建IjkMediaPlayer,前兩類分別為google的ExoPlayer和Android的MediaPlayer。除此之外才是真正的創(chuàng)建的IjkPlayer。

mSettings中的其他參數(shù)最終會轉(zhuǎn)換后通過IjkMediaPlayer的setOption方法進行設(shè)置,而IjkMediaPlayer.setOption又是直接調(diào)用native方法。進入IjkMediaPlayer可以發(fā)現(xiàn),IjkMediaPlayer中的許多方法都是native方法,或者調(diào)用了native方法。

增加setGLFilter接口

在ijkmedia文件夾下全局搜索其中一個方法_setDataSource,得到內(nèi)容大致如下:

F:\cres\C\ijkplayer-android\ijkmedia\ijkplayer\android\ijkplayer_jni.c:
static void
 IjkMediaPlayer_setDataSourceAndHeaders(
 JNIEnv *env, jobject thiz, jstring path,
 jobjectArray keys, jobjectArray values)
...
static void
IjkMediaPlayer_setDataSourceFd(JNIEnv *env, jobject thiz, jint fd)
{
 MPTRACE("%s\n", __func__);
...
static void
IjkMediaPlayer_setDataSourceCallback(JNIEnv *env, jobject thiz, jobject callback)
{
 MPTRACE("%s\n", __func__);
...
static JNINativeMethod g_methods[] = {
 {
   "_setDataSource",
  "(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",
   (void *) IjkMediaPlayer_setDataSourceAndHeaders
 },
  { "_setDataSourceFd",  "(I)V",  (void *) IjkMediaPlayer_setDataSourceFd },
  { "_setDataSource",   "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback },
 { "_setAndroidIOCallback", "(Ltv/danmaku/ijk/media/player/misc/IAndroidIO;)V", (void *)IjkMediaPlayer_setAndroidIOCallback },

即知,在Android版本的ijkplayer,入口即為ijkmedia\ijkplayer\android\ijkplayer_jni.c

在IjkMediaPlayer.java及ijkplayer_jni.c文件中增加setGLFilter方法:

//增加setGLFilter方法
static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jclass clazz,jobject filter)
{
}

// ----------------------------------------------------------------------------
static JNINativeMethod g_methods[] = {
 {
  "_setDataSource",
  "(Ljava/lang/String;[Ljava/lang/String;[Ljava/lang/String;)V",
  (void *) IjkMediaPlayer_setDataSourceAndHeaders
 },
 { "_setDataSourceFd",  "(I)V",  (void *) IjkMediaPlayer_setDataSourceFd },
 { "_setDataSource",   "(Ltv/danmaku/ijk/media/player/misc/IMediaDataSource;)V", (void *)IjkMediaPlayer_setDataSourceCallback },
 //···省略其他方法
 { "_setGLFilter",   "(Ltv/danmaku/ijk/media/player/IjkFilter;)V", (void *) IjkMediaPlayer_native_setGLFilter },
};

渲染時回調(diào)用戶設(shè)置的GLFilter相關(guān)方法

在ijkmedia/ijksdl/gles2/internal.h文件中,IJK_GLES2_Renderer結(jié)構(gòu)體內(nèi)增加:

typedef struct IJK_GLES2_Renderer
{
 //...
 GLuint frame_buffers[1];
 GLuint frame_textures[1];
 int hasFilter=0;
 void (* func_onCreate)(void);
 void (* func_onSizeChanged)(int width,int height);
 void (* func_onDrawFrame)(int textureId);
 //...
} IJK_GLES2_Renderer;

這三個方法即為IjkFlter的三個方法,將會在Jni里面,將Java中設(shè)置的IjkFilter對象的三個方法與之對應(yīng)起來。

全局搜索glDraw搜索到只有一個在renderer.c的IJK_GLES2_Renderer_renderOverlay方法中,渲染工作也是此方法執(zhí)行的。當然,IjkPlayer利用OpenGLES渲染時,會根據(jù)從視頻中解碼出來的數(shù)據(jù)具體格式來進行渲染,比如yuv420p、yuv420sp、rbg565等等諸多格式。具體在ijkmedia/ijksdl/gles2/下找到,renderer_rgb.c\renderer.yuv420p.c等等都是。

當用戶在Java層設(shè)置了GLFilter時,GLFilter的三個方法應(yīng)該在合適的時候被C回調(diào),從名字可以看出來,這三個方法,和GLSurfaceView.Renderer接口中定義的三個方法其實是一樣的。

具體在IJK_GLES2_Renderer_renderOverlay方法中的修改如下:

GLboolean IJK_GLES2_Renderer_renderOverlay(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay)
{
 /*用戶設(shè)置了fitler,而且沒有創(chuàng)建過framebuffer,創(chuàng)建framebuffer,依舊利用
 IjkPlayer里面原來的流程,就yuv或rgb的數(shù)據(jù),渲染到一個texture上面去,然后將
 這個texture作為原始數(shù)據(jù)傳遞給java層進行處理。
 */
 if(renderer->hasFilter&&!renderer->frame_buffers[0]&&renderer->frame_width>0&&renderer->frame_height>0){
  //創(chuàng)建一個texture,用來接受將不同格式的視頻幀數(shù)據(jù),渲染成一個紋理
  glGenTextures(1,renderer->frame_textures);
  glBindTexture(GL_TEXTURE_2D,renderer->frame_textures[0]);
  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,renderer->frame_width,renderer->frame_height,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); 
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  glBindTexture(GL_TEXTURE_2D,0);
  //創(chuàng)建framebuffer來掛載紋理,以渲染視頻幀
  glGenFramebuffers(1,renderer->frame_buffers);
  glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);
  glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);
  // int r;
  // if ((r = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
  // {
  //  ALOGE("wuwang: Error in Framebuffer 0x%x", r);
  // }else{
  //  ALOGE("wuwang: glCheckFramebufferStatus 0x%x", r);
  // }
  glBindFramebuffer(GL_FRAMEBUFFER,0);
  //調(diào)用Java傳遞進來的Filter的onCreated方法及onSizeChanged方法
  renderer->func_onCreated();
  renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);
  ALOGE("wuwang: create frame_buffers and textures %d,%d",renderer->frame_width,renderer->frame_height);
 }
 //用戶設(shè)置了Filter,就掛載frameBuffer,否則就按照原來的流程直接渲染到屏幕上
 if(renderer->hasFilter&&renderer->frame_buffers[0]){
  GLint bindFrame;
  glGetIntegerv(GL_FRAMEBUFFER_BINDING,&bindFrame);
  ALOGE("wuwang: default frame binding %d",bindFrame);
  glBindFramebuffer(GL_FRAMEBUFFER,renderer->frame_buffers[0]);
  // glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,renderer->frame_textures[0],0);
  /* 這句一定要加上,否則無法增加了Filter之后,啟用了其他GLProgram,無法渲染原始視頻到Texture上去了 */
  IJK_GLES2_Renderer_use(renderer);
 }
 if (!renderer || !renderer->func_uploadTexture)
  return GL_FALSE;
 glClear(GL_COLOR_BUFFER_BIT);    IJK_GLES2_checkError_TRACE("glClear");
 ALOGE("wuwang: frame buffer id:%d",renderer->frame_buffers[0]);
 GLsizei visible_width = renderer->frame_width;
 GLsizei visible_height = renderer->frame_height;
 if (overlay) {
  visible_width = overlay->w;
  visible_height = overlay->h;
  if (renderer->frame_width != visible_width ||
   renderer->frame_height != visible_height ||
   renderer->frame_sar_num != overlay->sar_num ||
   renderer->frame_sar_den != overlay->sar_den) {
   renderer->frame_width = visible_width;
   renderer->frame_height = visible_height;
   renderer->frame_sar_num = overlay->sar_num;
   renderer->frame_sar_den = overlay->sar_den;
   renderer->vertices_changed = 1;
  }
  renderer->last_buffer_width = renderer->func_getBufferWidth(renderer, overlay);
  if (!renderer->func_uploadTexture(renderer, overlay)){
   return GL_FALSE;
  }
 } else {
  // NULL overlay means force reload vertice
  renderer->vertices_changed = 1;
 }
 GLsizei buffer_width = renderer->last_buffer_width;
 if (renderer->vertices_changed ||
  (buffer_width > 0 &&
   buffer_width > visible_width &&
   buffer_width != renderer->buffer_width &&
   visible_width != renderer->visible_width)){
  if(renderer->hasFilter&&renderer->frame_buffers[0]){
   renderer->func_onSizeChanged(renderer->frame_width,renderer->frame_height);
  }
  renderer->vertices_changed = 0;
  IJK_GLES2_Renderer_Vertices_apply(renderer);
  IJK_GLES2_Renderer_Vertices_reset(renderer);
  IJK_GLES2_Renderer_Vertices_reloadVertex(renderer);
  renderer->buffer_width = buffer_width;
  renderer->visible_width = visible_width;
  GLsizei padding_pixels  = buffer_width - visible_width;
  GLfloat padding_normalized = ((GLfloat)padding_pixels) / buffer_width;
  IJK_GLES2_Renderer_TexCoords_reset(renderer);
  IJK_GLES2_Renderer_TexCoords_cropRight(renderer, padding_normalized);
  IJK_GLES2_Renderer_TexCoords_reloadVertex(renderer);
 }
 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);  IJK_GLES2_checkError_TRACE("glDrawArrays");
 //用戶設(shè)置了Filter,就取消掛載FrameBuffer,并調(diào)用Filter的onDrawFrame方法。
 if(renderer->hasFilter&&renderer->frame_buffers[0]){
  glBindFramebuffer(GL_FRAMEBUFFER,0);
  renderer->func_onDrawFrame(renderer->frame_textures[0]);
  // renderer->func_onDrawFrame(renderer->plane_textures[0]);
 }
 return GL_TRUE;
}

GLFilter從設(shè)置到調(diào)用實現(xiàn)分析

上面已經(jīng)完成的接口的編寫,也做好執(zhí)行的編寫?,F(xiàn)在需要將接口傳遞進來的GLFilter的三個方法與執(zhí)行的三個方法對應(yīng)起來,才能是用戶的Filter真正發(fā)揮作用。

IJK_GLES2_Renderer的創(chuàng)建是根據(jù)SDL_VoutOverlay來的,在查找SDL_VoutOverlay從哪里來的,一路可以搜索到ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的func_create_overlay方法:

static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout)
{
 SDL_LockMutex(vout->mutex);
 SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout);
 SDL_UnlockMutex(vout->mutex);
 return overlay;
}

SDL_VoutOverlay的創(chuàng)建和SDL_Vout有關(guān),再查找SDL_Vout的來源,可以找到

ijkmedia/ijksdl/android/ijksdl_vout_android_nativewindow.c中的SDL_VoutAndroid_CreateForANativeWindow:

SDL_Vout *SDL_VoutAndroid_CreateForANativeWindow()
{
 SDL_Vout *vout = SDL_Vout_CreateInternal(sizeof(SDL_Vout_Opaque));
 if (!vout)
  return NULL;
 SDL_Vout_Opaque *opaque = vout->opaque;
 opaque->native_window = NULL;
 if (ISDL_Array__init(&opaque->overlay_manager, 32))
  goto fail;
 if (ISDL_Array__init(&opaque->overlay_pool, 32))
  goto fail;
 opaque->egl = IJK_EGL_create();
 if (!opaque->egl)
  goto fail;
 vout->opaque_class = &g_nativewindow_class;
 vout->create_overlay = func_create_overlay;
 vout->free_l   = func_free_l;
 vout->display_overlay = func_display_overlay;
 return vout;
fail:
 func_free_l(vout);
 return NULL;
}

它的初始化,再沒啥可以關(guān)聯(lián)了,那就只能找調(diào)用它的地方了。搜索后發(fā)現(xiàn)SDL_VoutAndroid_CreateForANativeWindow只在ijkmedia\ijksdl\android\ijksdl_vout_android_surface.c的SDL_VoutAndroid_CreateForAndroidSurface方法:

SDL_Vout *SDL_VoutAndroid_CreateForAndroidSurface()
{
 return SDL_VoutAndroid_CreateForANativeWindow();
}

看來是被包了一層皮,那就接著查找SDL_VoutAndroid_CreateForAndroidSurface,搜索到調(diào)用它的為ijkmedia\ijkplayer\android\ijkplayer_android.c的ijkmp_android_create方法:

IjkMediaPlayer *ijkmp_android_create(int(*msg_loop)(void*))
{
 IjkMediaPlayer *mp = ijkmp_create(msg_loop);
 if (!mp)
  goto fail;
 mp->ffplayer->vout = SDL_VoutAndroid_CreateForAndroidSurface();
 if (!mp->ffplayer->vout)
  goto fail;
 mp->ffplayer->pipeline = ffpipeline_create_from_android(mp->ffplayer);
 if (!mp->ffplayer->pipeline)
  goto fail;
 ffpipeline_set_vout(mp->ffplayer->pipeline, mp->ffplayer->vout);
 return mp;
fail:
 ijkmp_dec_ref_p(&mp);
 return NULL;
}

可以看到ijkmp_android_create返回了一個IjkMediaPlayer,這個在Java中也有一個這樣的類,那么曙光應(yīng)該就不遠了。

再搜索ijkmp_android_create,結(jié)果調(diào)用它的只有ijkmedia\ijkplayer\android\ijkplayer_jni.c中的IjkMediaPlayer_native_setup方法,到了這里,就可以將IjkFilter傳遞下去了。

在上面的過程中,可以看到從renderer.c到j(luò)ni,IJK_GLES2_Renderer的創(chuàng)建,依賴SDL_VoutOverlay。SDL_VoutOverlay的創(chuàng)建依賴SDL_Vout。SDL_Vout是FFPlayer的成員,而FFPlayer又是IjkMediaPlayer的成員變量。Java層的IjkMediaPlayer依賴于IjkMediaPlayer

從GLFilter到IJK_GLES2_Renderer

根據(jù)上面的分析,可以知道,在jni中增加的setGLFilter的方法中,我們可以將GLFilter的方法傳遞給IjkMediaPlayer->FFPlayer->SDLVout,然后再傳遞給SDL_VoutOverlay,再由SDL_VoutOverlay傳遞給IJK_GLES2_Renderer即可。這樣將增加Filter的功能增加進去了,也不會影響IjkPlayer的流程,讓IOS同樣能夠快速的實現(xiàn)增加GPU濾鏡的功能。

先在SDL_VoutOverlay和SDL_Vout中的結(jié)構(gòu)體定義中(ijkmedia/ijksdl/ijksdl_vout.h文件中)同樣加入在IJK_GLES2_Renderer中增加的成員:

struct SDL_VoutOverlay {
 //...
 int hasFilter;
 void (* func_onCreated)(void);
 void (* func_onSizeChanged)(int width,int height);
 int (* func_onDrawFrame)(int textureId);
 //...
};
struct SDL_Vout {
 //...
 int hasFilter;
 void (* func_onCreated)(void);
 void (* func_onSizeChanged)(int width,int height);
 int (* func_onDrawFrame)(int textureId);
 //...
};

然后在上述幾個方法,分別完成這幾個成員數(shù)據(jù)從SDL_Vout到SDL_VoutOverlay,再到IJK_GLES2_Renderer的傳遞。

分別為:

ijkmedia\ijksdl\gles2\renderer.c文件中IJK_GLES2_Renderer_create方法

IJK_GLES2_Renderer *IJK_GLES2_Renderer_create(SDL_VoutOverlay *overlay)
{
 if (!overlay)
  return NULL;
 //中間省略...
 renderer->format = overlay->format;
 //增加的內(nèi)容
 renderer->hasFilter=overlay->hasFilter;
 renderer->func_onCreated=overlay->func_onCreated;
 renderer->func_onSizeChanged=overlay->func_onSizeChanged;
 renderer->func_onDrawFrame=overlay->func_onDrawFrame;
 return renderer;
}

ijksdl\android\ijksdl_vout_android_nativewindow.c文件中func_create_overlay方法

static SDL_VoutOverlay *func_create_overlay(int width, int height, int frame_format, SDL_Vout *vout)
{
 SDL_LockMutex(vout->mutex);
 SDL_VoutOverlay *overlay = func_create_overlay_l(width, height, frame_format, vout);
 //增加的內(nèi)容
 overlay->hasFilter=vout->hasFilter;
 overlay->func_onCreated=vout->func_onCreated;
 overlay->func_onSizeChanged=vout->func_onSizeChanged;
 overlay->func_onDrawFrame=vout->func_onDrawFrame;
 SDL_UnlockMutex(vout->mutex);
 return overlay;
}

最后還需要完成SDL_Vout中這幾個成員的賦值,并調(diào)用Java傳入的GLFilter對象的相關(guān)方法(ijkplayer_jni.c文件中):

static JNIEnv * mEnv;
static jobject mFilter;
static jmethodID onCreatedMethod;
static jmethodID onSizeChangedMethod;
static jmethodID onDrawFrameMethod;
void onCreated(){
 if(!mEnv){
  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
  jclass filterClass=(*mEnv)->GetObjectClass(mEnv,mFilter);
  onCreatedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onCreated","()V");
  onSizeChangedMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onSizeChanged","(II)V");
  onDrawFrameMethod=(*mEnv)->GetMethodID(mEnv,filterClass,"onDrawFrame","(I)I");
  (*g_jvm)->DetachCurrentThread(g_jvm);
 }
 if(onCreatedMethod){
  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
  (*mEnv)->CallVoidMethod(mEnv,mFilter,onCreatedMethod);
  (*g_jvm)->DetachCurrentThread(g_jvm);
 }
}
void onSizeChanged(int width,int height){
 if(onSizeChangedMethod){
  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
  (*mEnv)->CallVoidMethod(mEnv,mFilter,onSizeChangedMethod,width,height);
  (*g_jvm)->DetachCurrentThread(g_jvm);
 }
}
int onDrawFrame(int textureId){
 if(onDrawFrameMethod){
  (*g_jvm)->AttachCurrentThread(g_jvm,&mEnv,NULL);
  int ret=(*mEnv)->CallIntMethod(mEnv,mFilter,onDrawFrameMethod,textureId);
  (*g_jvm)->DetachCurrentThread(g_jvm);
  return ret;
 }
 return textureId;
}
/*注意不能直接保存env,filter然后在onDrawFrame等方法中使用,因為這三個方法的調(diào)用與setGLFilter不是在同一個線程中*/
static void IjkMediaPlayer_native_setGLFilter(JNIEnv *env, jobject clazz, jobject filter)
{
 if(mFilter){
  (*env)->DeleteGlobalRef(env,mFilter);
 }
 IjkMediaPlayer *mp = jni_get_media_player(env, clazz);
 if(filter!=NULL){
  mFilter=(*env)->NewGlobalRef(env,filter);
  mp->ffplayer->vout->hasFilter=1;
  mp->ffplayer->vout->func_onCreated=onCreated;
  mp->ffplayer->vout->func_onSizeChanged=onSizeChanged;
  mp->ffplayer->vout->func_onDrawFrame=onDrawFrame;
 }else{
  mp->ffplayer->vout->hasFilter=0;
 }
}

至此,Java一直到sdl中的renderer就算連通了。在Java中的處理就和GLSurfaceView設(shè)置Renderer基本一致了,不同的是,我們給IjkPlayer中增加的GLFilter,已經(jīng)提供了一個原始的視頻圖像作為onDrawFrame的參數(shù),在GLFilter中,只需要處理這個Texture并渲染出來就可以了。

插入濾鏡示例

將修改后的代碼重新編譯下,編譯后的庫會自動更新到Ijkplayer的Android工程下,設(shè)置自定義的濾鏡后,不出意外就可以看到效果了。以下分別為原始視頻、黑白濾鏡處理后的視頻、增加了AiyaEffectsSDK并設(shè)置了特效的視頻效果,因為CSDN對圖片大小限制的問題,都是截取了一小段:

工程太大了,修改的地方也不算多,就不上傳代碼了。有需要的朋友根據(jù)以上流程下載ijkplayer源碼自行修改即可,同時也可以看看Ijkplayer的源碼。

以上這篇讓IjkPlayer支持插入自定義的GPU濾鏡方法就是小編分享給大家的全部內(nèi)容了,希望能給大家一個參考,也希望大家多多支持腳本之家。

相關(guān)文章

最新評論