Android使用Opengl录像时添加(动态)水印
最近需要开发一个类似行车记录仪的app,其中需要给录制的视频添加动态水印。我使用的是OpenGL开发的,刚开始实现的是静态水印,后面才实现的动态水印。
先上效果图,左下角的是静态水印,中间偏下的是时间水印(动态水印):
一、静态水印
实现原理:录像时是通过OpenGL把图像渲染到GLSurfaceView上的,通俗的讲,就是把图片画到一块画布上,然后展示出来。添加图片水印,就是把水印图片跟录制的图像一起画到画布上。
这是加载纹理跟阴影的Java类
package com.audiovideo.camera.blog;import android.opengl.GLES20;/*** Created by fenghaitao on 2019/9/12.*/public class WaterSignSProgram{private static int programId;private static final String VERTEX_SHADER ="uniform mat4 uMVPMatrix;\n" +"attribute vec4 aPosition;\n" +"attribute vec4 aTextureCoord;\n" +"varying vec2 vTextureCoord;\n" +"void main() {\n" +" gl_Position = uMVPMatrix * aPosition;\n" +" vTextureCoord = aTextureCoord.xy;\n" +"}\n";private static final String FRAGMENT_SHADER ="precision mediump float;\n" +"varying vec2 vTextureCoord;\n" +"uniform sampler2D sTexture;\n" +"void main() {\n" +" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +"}\n";public WaterSignSProgram() {programId = loadShader(VERTEX_SHADER, FRAGMENT_SHADER);uMVPMatrixLoc = GLES20.glGetUniformLocation(programId, "uMVPMatrix");checkLocation(uMVPMatrixLoc, "uMVPMatrix");aPositionLoc = GLES20.glGetAttribLocation(programId, "aPosition");checkLocation(aPositionLoc, "aPosition");aTextureCoordLoc = GLES20.glGetAttribLocation(programId, "aTextureCoord");checkLocation(aTextureCoordLoc, "aTextureCoord");sTextureLoc = GLES20.glGetUniformLocation(programId, "sTexture");checkLocation(sTextureLoc, "sTexture");}public int uMVPMatrixLoc;public int aPositionLoc;public int aTextureCoordLoc;public int sTextureLoc;public static void checkLocation(int location, String label) {if (location < 0) {throw new RuntimeException("Unable to locate '" + label + "' in program");}}/*** 加载编译连接阴影* @param vss source of vertex shader* @param fss source of fragment shader* @return*/
public static int loadShader(final String vss, final String fss) {Log.v(TAG, "loadShader:");int vs = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);GLES20.glShaderSource(vs, vss);GLES20.glCompileShader(vs);final int[] compiled = new int[1];GLES20.glGetShaderiv(vs, GLES20.GL_COMPILE_STATUS, compiled, 0);if (compiled[0] == 0) {Log.e(TAG, "Failed to compile vertex shader:"+ GLES20.glGetShaderInfoLog(vs));GLES20.glDeleteShader(vs);vs = 0;}int fs = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);GLES20.glShaderSource(fs, fss);GLES20.glCompileShader(fs);GLES20.glGetShaderiv(fs, GLES20.GL_COMPILE_STATUS, compiled, 0);if (compiled[0] == 0) {Log.w(TAG, "Failed to compile fragment shader:"+ GLES20.glGetShaderInfoLog(fs));GLES20.glDeleteShader(fs);fs = 0;}final int program = GLES20.glCreateProgram();GLES20.glAttachShader(program, vs);GLES20.glAttachShader(program, fs);GLES20.glLinkProgram(program);return program;
}/*** terminatinng, this should be called in GL context*/public static void release() {if (programId >= 0)GLES20.glDeleteProgram(programId);programId = -1;}
}
package com.audiovideo.camera.blog;import android.opengl.GLES20;
import android.opengl.Matrix;import com.audiovideo.camera.glutils.GLDrawer2D;
import com.audiovideo.camera.utils.LogUtil;import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;这是画水印的Java类
/*** Created by fenghaitao on 2019/9/12.*/public class WaterSignature {private static final String VERTEX_SHADER ="uniform mat4 uMVPMatrix;\n" +"attribute vec4 aPosition;\n" +"attribute vec4 aTextureCoord;\n" +"varying vec2 vTextureCoord;\n" +"void main() {\n" +" gl_Position = uMVPMatrix * aPosition;\n" +" vTextureCoord = aTextureCoord.xy;\n" +"}\n";private static final String FRAGMENT_SHADER ="precision mediump float;\n" +"varying vec2 vTextureCoord;\n" +"uniform sampler2D sTexture;\n" +"void main() {\n" +" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +"}\n";public static final int SIZE_OF_FLOAT = 4;/*** 一个“完整”的正方形,从两维延伸到-1到1。* 当 模型/视图/投影矩阵是都为单位矩阵的时候,这将完全覆盖视口。* 纹理坐标相对于矩形是y反的。* (This seems to work out right with external textures from SurfaceTexture.)*/private static final float FULL_RECTANGLE_COORDS[] = {-1.0f, -1.0f, // 0 bottom left1.0f, -1.0f, // 1 bottom right-1.0f, 1.0f, // 2 top left1.0f, 1.0f, // 3 top right};private static final float FULL_RECTANGLE_TEX_COORDS[] = {0.0f, 1.0f, //0 bottom left //0.0f, 0.0f, // 0 bottom left1.0f, 1.0f, //1 bottom right //1.0f, 0.0f, // 1 bottom right0.0f, 0.0f, //2 top left //0.0f, 1.0f, // 2 top left1.0f, 0.0f, //3 top right //1.0f, 1.0f, // 3 top right};private FloatBuffer mVertexArray;private FloatBuffer mTexCoordArray;private int mCoordsPerVertex;private int mCoordsPerTexture;private int mVertexCount;private int mVertexStride;private int mTexCoordStride;private int hProgram;public float[] mProjectionMatrix = new float[16];// 投影矩阵public float[] mViewMatrix = new float[16]; // 摄像机位置朝向9参数矩阵public float[] mModelMatrix = new float[16];// 模型变换矩阵public float[] mMVPMatrix = new float[16];// 获取具体物体的总变换矩阵private float[] getFinalMatrix() {Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);return mMVPMatrix;}public WaterSignature() {mVertexArray = createFloatBuffer(FULL_RECTANGLE_COORDS);mTexCoordArray = createFloatBuffer(FULL_RECTANGLE_TEX_COORDS);mCoordsPerVertex = 2;mCoordsPerTexture = 2;mVertexCount = FULL_RECTANGLE_COORDS.length / mCoordsPerVertex; // 4mTexCoordStride = 2 * SIZE_OF_FLOAT;mVertexStride = 2 * SIZE_OF_FLOAT;Matrix.setIdentityM(mProjectionMatrix, 0);Matrix.setIdentityM(mViewMatrix, 0);Matrix.setIdentityM(mModelMatrix, 0);Matrix.setIdentityM(mMVPMatrix, 0);hProgram = GLDrawer2D.loadShader(VERTEX_SHADER, FRAGMENT_SHADER);GLES20.glUseProgram(hProgram);}private FloatBuffer createFloatBuffer(float[] coords) {ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * SIZE_OF_FLOAT);bb.order(ByteOrder.nativeOrder());FloatBuffer fb = bb.asFloatBuffer();fb.put(coords);fb.position(0);return fb;}private WaterSignSProgram mProgram;public void setShaderProgram(WaterSignSProgram mProgram) {this.mProgram = mProgram;}public void drawFrame(int mTextureId) {GLES20.glUseProgram(hProgram);// 设置纹理GLES20.glActiveTexture(GLES20.GL_TEXTURE0);GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);GLES20.glUniform1i(mProgram.sTextureLoc, 0);GlUtil.checkGlError("GL_TEXTURE_2D sTexture");// 设置 model / view / projection 矩阵GLES20.glUniformMatrix4fv(mProgram.uMVPMatrixLoc, 1, false, getFinalMatrix(), 0);GlUtil.checkGlError("glUniformMatrix4fv uMVPMatrixLoc");// 使用简单的VAO 设置顶点坐标数据GLES20.glEnableVertexAttribArray(mProgram.aPositionLoc);GLES20.glVertexAttribPointer(mProgram.aPositionLoc, mCoordsPerVertex,GLES20.GL_FLOAT, false, mVertexStride, mVertexArray);GlUtil.checkGlError("VAO aPositionLoc");// 使用简单的VAO 设置纹理坐标数据GLES20.glEnableVertexAttribArray(mProgram.aTextureCoordLoc);GLES20.glVertexAttribPointer(mProgram.aTextureCoordLoc, mCoordsPerTexture,GLES20.GL_FLOAT, false, mTexCoordStride, mTexCoordArray);GlUtil.checkGlError("VAO aTextureCoordLoc");// GL_TRIANGLE_STRIP三角形带,这就为啥只需要指出4个坐标点,就能画出两个三角形了。GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mVertexCount);// Done -- 解绑~GLES20.glDisableVertexAttribArray(mProgram.aPositionLoc);GLES20.glDisableVertexAttribArray(mProgram.aTextureCoordLoc);GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);GLES20.glUseProgram(0);}/*** terminatinng, this should be called in GL context*/public void release() {if (hProgram >= 0)GLES20.glDeleteProgram(hProgram);hProgram = -1;}/*** 删除texture*/public static void deleteTex(final int hTex) {LogUtil.v("WaterSignature", "deleteTex:");final int[] tex = new int[] {hTex};GLES20.glDeleteTextures(1, tex, 0);}}
没时间了。先写到这,后面是调用,迟点再写。
下面是如何把水印绘制到画布上:
1、在SurfaceTexture的onSurfaceCreated方法中初始化并设置阴影;
@Overridepublic void onSurfaceCreated(final GL10 unused, final EGLConfig config) {LogUtil.v(TAG, "onSurfaceCreated:");// This renderer required OES_EGL_image_external extensionfinal String extensions = GLES20.glGetString(GLES20.GL_EXTENSIONS); // API >= 8// 使用黄色清除界面GLES20.glClearColor(1.0f, 1.0f, 0.0f, 1.0f);//设置水印if (mWaterSign == null) {mWaterSign = new WaterSignature();}//设置阴影mWaterSign.setShaderProgram(new WaterSignSProgram());mSignTexId = loadTexture(MyApplication.getContext(), R.mipmap.watermark);}
这里是生成mSignTexId 的方法,把该图像与纹理id绑定并返回:
public static int loadTexture(Context context, int resourceId) {final int[] textureObjectIds = new int[1];GLES20.glGenTextures(1, textureObjectIds, 0);if(textureObjectIds[0] == 0){Log.e(TAG,"Could not generate a new OpenGL texture object!");return 0;}final BitmapFactory.Options options = new BitmapFactory.Options();options.inScaled = false; //指定需要的是原始数据,非压缩数据final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);if(bitmap == null){Log.e(TAG, "Resource ID "+resourceId + "could not be decode");GLES20.glDeleteTextures(1, textureObjectIds, 0);return 0;}//告诉OpenGL后面纹理调用应该是应用于哪个纹理对象GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureObjectIds[0]);//设置缩小的时候(GL_TEXTURE_MIN_FILTER)使用mipmap三线程过滤GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);//设置放大的时候(GL_TEXTURE_MAG_FILTER)使用双线程过滤GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);//Android设备y坐标是反向的,正常图显示到设备上是水平颠倒的,解决方案就是设置纹理包装,纹理T坐标(y)设置镜面重复//ball读取纹理的时候 t范围坐标取正常值+1//GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_MIRRORED_REPEAT);GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);bitmap.recycle();//快速生成mipmap贴图GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);//解除纹理操作的绑定GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);return textureObjectIds[0];
}
2、在绘制方法onDrawFrame中绘制画面的同时把水印绘制进去;
/*** 绘图到glsurface* 我们将rendermode设置为glsurfaceview.rendermode_when_dirty,* 仅当调用requestrender时调用此方法(=需要更新纹理时)* 如果不在脏时设置rendermode,则此方法的最大调用速度为60fps。*/@Overridepublic void onDrawFrame(final GL10 unused) {GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);GLES20.glEnable(GLES20.GL_BLEND);//开启GL的混合模式,即图像叠加GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);/***中间这里是你绘制的预览画面*///画水印(非动态)GLES20.glViewport(20, 20, 288, 120);mWaterSign.drawFrame(mSignTexId);}
这里最重要的是要开启GL的混合模式,即图像叠加,不然你绘制的水印会覆盖原先的预览画面
//开启GL的混合模式,即图像叠加
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
二、动态水印(时间水印)
原理:把时间字符单个转化为图片,然后再把它一个个的绘制在画布上。如2020-02-14 10:24:30这种时间格式总共包含0123456789 - :这12个字符,全部先转成图片,再去匹配绘制到画布。
下面是一点的相关的代码:
注意:时间格式必须为 yyyy-MM-dd HH:mm:ss ,因为下面是截取文字,格式不对的话会抛异常。
/*** 添加时间水印* 原理:将文字转成图片,使用OpenGL将图片画到视频上* 实现方法:将时间水印所需的文字转化为图片(避免每次实时转换导致大量内存被消耗),如:2019-09-05 16:52:18 共16张图片。* 每张图片绑定一个纹理;获取当前时间切出单个字符,使用OpenGL将对应的字符纹理画上去。* @param time* @param x* @param y 位于屏幕的(x,y)坐标点*/
private void drawWaterSign(String time, int x, int y) {if ("".equals(time)) {return;}//画水印GLES20.glViewport(x, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(0, 1))]);GLES20.glViewport(x + 15, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(1, 2))]);GLES20.glViewport(x + 15 * 2, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(2, 3))]);GLES20.glViewport(x + 15 * 3, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(3, 4))]);GLES20.glViewport(x + 15 * 4, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[10]); // -GLES20.glViewport(x + 15 * 5, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(5, 6))]);GLES20.glViewport(x + 15 * 6, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(6, 7))]);GLES20.glViewport(x + 15 * 7, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[10]); // -GLES20.glViewport(x + 15 * 8, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(8, 9))]);GLES20.glViewport(x + 15 * 9, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(9, 10))]);GLES20.glViewport(x + 15 * 11, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(11, 12))]);GLES20.glViewport(x + 15 * 12, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(12, 13))]);GLES20.glViewport(x + 15 * 13, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[11]); // :GLES20.glViewport(x + 15 * 14, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(14, 15))]);GLES20.glViewport(x + 15 * 15, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(15, 16))]);GLES20.glViewport(x + 15 * 16, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[11]); // :GLES20.glViewport(x + 15 * 17, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(17, 18))]);GLES20.glViewport(x + 15 * 18, y, 220, 60);mWaterSign.drawFrame(mWaterTexId[Integer.parseInt(time.substring(18, 19))]);
}
调用方法:
最近把添加水印的代码抽出来做成demo,需要的可以私信,这边有偿提供demo。
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