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新しい EffectFactory/Effect を使用して、画面外の画像 (つまり、フレームバッファー) にエフェクトを追加しようとしています。SDK で提供されているHelloEffects.javaの例を見て、試してみたところ、うまくいきました。明らかにGLSurfaceViewを使用していることを除いて、それは私が望んでいるものではありません。

したがって、tests/effect/src/android/effect/cts/GLEnv.javaを使用して EGL をセットアップし、HelloEffects の例から TextureRenderer.java と GLToolbox も取得しました。それらをすべてマッシュアップすると、以下のコードが得られました。

(ちなみに、EGL をセットアップするために tests/media/src/android/media/cts/OutputSurface.java も試しましたが、まったく同じ結果が得られました。)

実行すると、返される画像は一様に青です。これは、青色で行った glClear に対応しています。これは、ピクセルがフレームバッファにレンダリングされていること、glReadPixels がそれらのピクセルを見ており、ビットマップ出力が機能していることを少なくともある程度証明しています。

しかし、テクスチャが表示されないのはなぜですか? 元のテクスチャも効果を適用したテクスチャも表示されません。GL エラーも検出されません。

コードを Eclipse にコピー/貼り付けして実行できる単一のファイルの実例に切り詰めました。明らかに、必要に応じて入力および出力画像パスを変更してください。

Nexus 10 / Android 4.3 およびエミュレーターでテスト済み。同じ結果です。

import java.io.FileOutputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;


import android.media.effect.Effect;
import android.media.effect.EffectContext;
import android.media.effect.EffectFactory;
import android.os.Bundle;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;

import android.opengl.GLES20;
import android.opengl.GLUtils;



public class MainActivity extends Activity 
{
    private int[] mTextures = new int[2];
    private EffectContext mEffectContext;
    private Effect mEffect;
    private TextureRenderer mTexRenderer = new TextureRenderer();
    private int mImageWidth;
    private int mImageHeight;


    final static String imageFileOut = "/data/local/out.png";
    final static String imageFileIn  = "/data/local/lol.png";

    private GLEnv mEnv;

    @Override
    protected void onCreate(Bundle savedInstanceState) 
    {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main); 
        mEnv = new GLEnv();
        mEnv.makeCurrent();
        mEffectContext = EffectContext.createWithCurrentGlContext();
        mTexRenderer.init();
        loadTextures();
        initAndapplyEffect();
        renderResult();
        saveBitmap();
    }

    void saveBitmap() 
    {
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
        ByteBuffer pixelBuffer = ByteBuffer.allocateDirect(mImageWidth * mImageHeight * 4).order(ByteOrder.nativeOrder());
        GLES20.glReadPixels(0, 0, mImageWidth, mImageHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, pixelBuffer);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
        mEnv.checkForEGLErrors("store Pixels");

        Bitmap bitmap = Bitmap.createBitmap(mImageWidth, mImageHeight, Bitmap.Config.ARGB_8888);
        bitmap.copyPixelsFromBuffer(pixelBuffer);

        try 
        {
            FileOutputStream fos = new FileOutputStream(imageFileOut);
            bitmap.compress(Bitmap.CompressFormat.PNG, 100, fos);
            fos.close();
        } catch (Exception e) { e.printStackTrace();  }

    }

    private void initAndapplyEffect() 
    {
        EffectFactory effectFactory = mEffectContext.getFactory();
        if (mEffect != null) 
        {
            mEffect.release();
        }
        mEffect = effectFactory.createEffect(EffectFactory.EFFECT_BRIGHTNESS);
        mEffect.setParameter("brightness", 2.0f);
        mEffect.apply(mTextures[0], mImageWidth, mImageHeight, mTextures[1]);

     }

    private int loadTextures() 
    {
        // Generate textures
        GLES20.glGenTextures(2, mTextures, 0);

        // Load input bitmap
        Bitmap bitmap = BitmapFactory.decodeFile(imageFileIn);

        mImageWidth = bitmap.getWidth();
        mImageHeight = bitmap.getHeight();
        mTexRenderer.updateTextureSize(mImageWidth, mImageHeight);

        // Upload to texture
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

        // Set texture parameters
        GLToolbox.initTexParams();

        return mTextures[0];
    }

    private void renderResult() 
    { 
       mTexRenderer.renderTexture(mTextures[1]);
       //mTexRenderer.renderTexture(mTextures[0]);
    }


    public class GLEnv {

        private EGLContext mEGLContext;
        private EGLSurface mEGLSurface;
        private EGLDisplay mEGLDisplay;
        private EGLConfig  mEGLConfig;

        private static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
        private static final int EGL_OPENGL_ES2_BIT = 0x0004;

        public GLEnv() {
            EGL10 egl = (EGL10)EGLContext.getEGL();

            mEGLDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
            checkForEGLErrors("eglGetDisplay");

            int[] version = new int[2];
            egl.eglInitialize(mEGLDisplay, version);
            int[] configSpec = {
                EGL10.EGL_SURFACE_TYPE, EGL10.EGL_PBUFFER_BIT,
                EGL10.EGL_RED_SIZE, 8,
                EGL10.EGL_GREEN_SIZE, 8,
                EGL10.EGL_BLUE_SIZE, 8,
                EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
                EGL10.EGL_NONE
            };
            EGLConfig[] configs = new EGLConfig[1];
            int[] num_config = new int[1];
            egl.eglChooseConfig(mEGLDisplay, configSpec, configs, 1, num_config);
            checkForEGLErrors("eglChooseConfig");
            if (num_config[0] < 1) {
                throw new RuntimeException("Could not find a suitable config for EGL context!");
            }
            mEGLConfig = configs[0];

            int[] attribs = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
            mEGLContext = egl.eglCreateContext(mEGLDisplay, mEGLConfig, EGL10.EGL_NO_CONTEXT, attribs);
            checkForEGLErrors("eglCreateContext");

            int[] surfaceSize = { EGL10.EGL_WIDTH, 1920, EGL10.EGL_HEIGHT, 1080, EGL10.EGL_NONE };
            mEGLSurface = egl.eglCreatePbufferSurface(mEGLDisplay, mEGLConfig, surfaceSize);
            checkForEGLErrors("eglCreatePbufferSurface");
        }

        public void makeCurrent() {
            EGL10 egl = (EGL10)EGLContext.getEGL();
            egl.eglMakeCurrent(mEGLDisplay, mEGLSurface, mEGLSurface, mEGLContext);
            checkForEGLErrors("eglMakeCurrent");
        }


        public void checkForEGLErrors(String operation) {
            EGL10 egl = (EGL10)EGLContext.getEGL();
            int error = egl.eglGetError();
            if (error != EGL10.EGL_SUCCESS) {
                throw new RuntimeException("Operation '" + operation + "' caused EGL error: " + error);
            }
        }

    }

    private static final float[] TEX_VERTICES = {
        0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
    };

    private static final float[] POS_VERTICES = {
        -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f
    };

    public class TextureRenderer {

        private int mProgram;
        private int mTexSamplerHandle;
        private int mTexCoordHandle;
        private int mPosCoordHandle;

        private FloatBuffer mTexVertices;
        private FloatBuffer mPosVertices;

        private int mViewWidth;
        private int mViewHeight;

        private int mTexWidth;
        private int mTexHeight;

        private static final String VERTEX_SHADER =
            "attribute vec4 a_position;\n" +
            "attribute vec2 a_texcoord;\n" +
            "varying vec2 v_texcoord;\n" +
            "void main() {\n" +
            "  gl_Position = a_position;\n" +
            "  v_texcoord = a_texcoord;\n" +
            "}\n";

        private static final String FRAGMENT_SHADER =
            "precision mediump float;\n" +
            "uniform sampler2D tex_sampler;\n" +
            "varying vec2 v_texcoord;\n" +
            "void main() {\n" +
            "  gl_FragColor = texture2D(tex_sampler, v_texcoord);\n" +
            "}\n";



        private static final int FLOAT_SIZE_BYTES = 4;

        public void init() {
            // Create program
            mProgram = GLToolbox.createProgram(VERTEX_SHADER, FRAGMENT_SHADER);

            // Bind attributes and uniforms
            mTexSamplerHandle = GLES20.glGetUniformLocation(mProgram,
                    "tex_sampler");
            mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_texcoord");
            mPosCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_position");

            // Setup coordinate buffers
            mTexVertices = ByteBuffer.allocateDirect(
                    TEX_VERTICES.length * FLOAT_SIZE_BYTES)
                    .order(ByteOrder.nativeOrder()).asFloatBuffer();
            mTexVertices.put(TEX_VERTICES).position(0);
            mPosVertices = ByteBuffer.allocateDirect(
                    POS_VERTICES.length * FLOAT_SIZE_BYTES)
                    .order(ByteOrder.nativeOrder()).asFloatBuffer();
            mPosVertices.put(POS_VERTICES).position(0);
        }

        public void tearDown() {
            GLES20.glDeleteProgram(mProgram);
        }

        public void updateTextureSize(int texWidth, int texHeight) {
            mTexWidth = texWidth;
            mTexHeight = texHeight;
            computeOutputVertices();
        }

        public void updateViewSize(int viewWidth, int viewHeight) {
            mViewWidth = viewWidth;
            mViewHeight = viewHeight;
            computeOutputVertices();
        }

        public void renderTexture(int texId) {
            // Bind default FBO
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);

            // Use our shader program
            GLES20.glUseProgram(mProgram);
            GLToolbox.checkGlError("glUseProgram");

            // Set viewport
            GLES20.glViewport(0, 0, mViewWidth, mViewHeight);
            GLToolbox.checkGlError("glViewport");

            // Disable blending
            GLES20.glDisable(GLES20.GL_BLEND);

            // Set the vertex attributes
            GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false,
                    0, mTexVertices);
            GLES20.glEnableVertexAttribArray(mTexCoordHandle);
            GLES20.glVertexAttribPointer(mPosCoordHandle, 2, GLES20.GL_FLOAT, false,
                    0, mPosVertices);
            GLES20.glEnableVertexAttribArray(mPosCoordHandle);
            GLToolbox.checkGlError("vertex attribute setup");

            // Set the input texture
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            GLToolbox.checkGlError("glActiveTexture");
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
            GLToolbox.checkGlError("glBindTexture");
            GLES20.glUniform1i(mTexSamplerHandle, 0);

            // Draw
            GLES20.glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        }

        private void computeOutputVertices() {
            if (mPosVertices != null) {
                float imgAspectRatio = mTexWidth / (float)mTexHeight;
                float viewAspectRatio = mViewWidth / (float)mViewHeight;
                float relativeAspectRatio = viewAspectRatio / imgAspectRatio;
                float x0, y0, x1, y1;
                if (relativeAspectRatio > 1.0f) {
                    x0 = -1.0f / relativeAspectRatio;
                    y0 = -1.0f;
                    x1 = 1.0f / relativeAspectRatio;
                    y1 = 1.0f;
                } else {
                    x0 = -1.0f;
                    y0 = -relativeAspectRatio;
                    x1 = 1.0f;
                    y1 = relativeAspectRatio;
                }
                float[] coords = new float[] { x0, y0, x1, y0, x0, y1, x1, y1 };
                mPosVertices.put(coords).position(0);
            }
        }



    }

    public static class GLToolbox {

        public static int loadShader(int shaderType, String source) {
            int shader = GLES20.glCreateShader(shaderType);
            if (shader != 0) {
                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) {
                    String info = GLES20.glGetShaderInfoLog(shader);
                    GLES20.glDeleteShader(shader);
                    shader = 0;
                    throw new RuntimeException("Could not compile shader " +
                    shaderType + ":" + info);
                }
            }
            return shader;
        }

        public static int createProgram(String vertexSource,
                String fragmentSource) {
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
            if (vertexShader == 0) {
                return 0;
            }
            int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
            if (pixelShader == 0) {
                return 0;
            }

            int program = GLES20.glCreateProgram();
            if (program != 0) {
                GLES20.glAttachShader(program, vertexShader);
                checkGlError("glAttachShader");
                GLES20.glAttachShader(program, pixelShader);
                checkGlError("glAttachShader");
                GLES20.glLinkProgram(program);
                int[] linkStatus = new int[1];
                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus,
                        0);
                if (linkStatus[0] != GLES20.GL_TRUE) {
                    String info = GLES20.glGetProgramInfoLog(program);
                    GLES20.glDeleteProgram(program);
                    program = 0;
                    throw new RuntimeException("Could not link program: " + info);
                }
            }
            return program;
        }

        public static void checkGlError(String op) {
            int error;
            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
                throw new RuntimeException(op + ": glError " + error);
            }
        }

        public static void initTexParams() {
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
                    GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
                    GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
                    GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
                    GLES20.GL_CLAMP_TO_EDGE);
       }

    }
}
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