Bonjour,

j'ai créé ce Renderer sur mon app Android.

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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public class MyRenderer implements GLSurfaceView.Renderer {
    public static final int recWidth = 320;
    public static final int recHeight = 240;
 
    private static final int U_INDEX = recWidth * recHeight;
    private static final int V_INDEX = recWidth * recHeight * 5 / 4;
    private static final int LENGTH = recWidth * recHeight;
    private static final int LENGTH_4 = recWidth * recHeight / 4;
 
    private int previewFrameWidth = 320;
    private int previewFrameHeight = 240;
 
    private int[] yTextureNames;
    private int[] uTextureNames;
    private int[] vTextureNames;
 
    private FloatBuffer mVertices;
    private ShortBuffer mIndices;
 
    private int mProgramObject;
    private int mPositionLoc;
    private int mTexCoordLoc;
 
    private int yTexture;
    private int uTexture;
    private int vTexture;
 
    private final float[] mVerticesData = {-1.f, 1.f, 0.0f, // Position 0
            0.0f, 0.0f, // TexCoord 0
            -1.f, -1.f, 0.0f, // Position 1
            0.0f, 1.0f, // TexCoord 1
            1.f, -1.f, 0.0f, // Position 2
            1.0f, 1.0f, // TexCoord 2
            1.f, 1.f, 0.0f, // Position 3
            1.0f, 0.0f // TexCoord 3
    };
    private final short[] mIndicesData = {0, 1, 2, 0, 2, 3};
 
    private ByteBuffer yBuffer;
    private ByteBuffer uBuffer;
    private ByteBuffer vBuffer;
 
    private IntBuffer frameBuffer;
    private IntBuffer renderBuffer;
    private IntBuffer parameterBufferWidth;
    private IntBuffer parameterBufferHeigth;
 
    byte[] ydata = new byte[LENGTH];
    byte[] uData = new byte[LENGTH_4];
    byte[] vData = new byte[LENGTH_4];
 
    public MyRenderer() {
        mVertices = ByteBuffer.allocateDirect(mVerticesData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
        mVertices.put(mVerticesData).position(0);
 
        mIndices = ByteBuffer.allocateDirect(mIndicesData.length * 2)
                .order(ByteOrder.nativeOrder()).asShortBuffer();
        mIndices.put(mIndicesData).position(0);
 
        yBuffer = ByteBuffer.allocateDirect(LENGTH);//MyGraphUtils.makeByteBuffer(LENGTH);
        uBuffer = ByteBuffer.allocateDirect(LENGTH_4);//MyGraphUtils.makeByteBuffer(LENGTH_4/* * 2*/);
        vBuffer = ByteBuffer.allocateDirect(LENGTH_4);//MyGraphUtils.makeByteBuffer(LENGTH_4);
 
 
    }
 
 
 
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        Log.d("debug", "onSurfaceChanged");
 
        GLES30.glActiveTexture(GLES30.GL_ACTIVE_TEXTURE);
//        CameraGLRenderer.checkGlError("toto");
 
        GLES30.glViewport(0, 0, width, height);
//        CameraGLRenderer.checkGlError("toto");
 
    }
 
    @Override
    public void onSurfaceCreated(GL10 gl10, javax.microedition.khronos.egl.EGLConfig eglConfig) {
 
//    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Log.d("debug", "on surface created");
        // Define a simple shader program for our point.
 
        //Our vertex shader code; nothing special
        String vShaderStr =
                "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";
 
        //Our fragment shader code; takes Y,U,V values for each pixel and calculates R,G,B colors,
        //Effectively making YUV to RGB conversion
        String fShaderStr =
                "#ifdef GL_ES                                       \n" +
                        "precision highp float;                             \n" +
                        "#endif                                             \n" +
 
                        "varying vec2 v_texCoord;                           \n" +
                        "uniform sampler2D y_texture;                       \n" +
                        "uniform sampler2D u_texture;                      \n" +
                        "uniform sampler2D v_texture;                      \n" +
//
                        "void main (void){                                  \n" +
                        "   float r, g, b, y, u, v;                         \n" +
//
//                    //We had put the Y values of each pixel to the R,G,B components by GL_LUMINANCE,
////                    //that's why we're pulling it from the R component, we could also use G or B
                    "   y = texture2D(y_texture, v_texCoord).r;         \n" +
//
////                    //We had put the U and V values of each pixel to the A and R,G,B components of the
////                    //texture respectively using GL_LUMINANCE_ALPHA. Since U,V bytes are interspread
////                    //in the texture, this is probably the fastest way to use them in the shader
                    "   u = texture2D(u_texture, v_texCoord).a - 0.5;  \n" +
                    "   v = texture2D(v_texture, v_texCoord).r - 0.5;  \n" +
//
//
//                    //The numbers are just YUV to RGB conversion constants
                        "   r = y;\n" +
                        "   g = u;\n" +
                        "   b = y ;\n" +
 
                        //We finally set the RGB color of our pixel
                        "   gl_FragColor = vec4(r, g, b, 0.0);\n" +
                        "}                                                  \n";
        frameBuffer = IntBuffer.allocate(1);
        renderBuffer= IntBuffer.allocate(1);
 
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
//
        GLES30.glGenFramebuffers(1, frameBuffer);
        GLES30.glGenRenderbuffers(1, renderBuffer);
        GLES30.glActiveTexture(GLES30.GL_ACTIVE_TEXTURE);
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, frameBuffer.get(0));
        GLES30.glClear(0);
        GLES30.glBindRenderbuffer(GLES30.GL_RENDERBUFFER, renderBuffer.get(0));
 
        GLES30.glRenderbufferStorage(GLES30.GL_RENDERBUFFER, GLES30.GL_DEPTH_COMPONENT16,
                320, 240);
//
        parameterBufferHeigth = IntBuffer.allocate(1);
        parameterBufferWidth = IntBuffer.allocate(1);
        GLES30.glGetRenderbufferParameteriv(GLES30.GL_RENDERBUFFER, GLES30.GL_RENDERBUFFER_WIDTH, parameterBufferWidth);
        GLES30.glGetRenderbufferParameteriv(GLES30.GL_RENDERBUFFER, GLES30.GL_RENDERBUFFER_HEIGHT, parameterBufferHeigth);
        GLES30.glFramebufferRenderbuffer(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_RENDERBUFFER, renderBuffer.get(0));
        if (GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER)!=GLES30.GL_FRAMEBUFFER_COMPLETE){
            Log.d("debug", "gl frame buffer status != frame buffer complete");
        }
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
        GLES30.glClear(0);
 
        mProgramObject = loadProgram(vShaderStr, fShaderStr);
//
//        // Get the attribute locations
        mPositionLoc = GLES30.glGetAttribLocation(mProgramObject, "a_position");
        mTexCoordLoc = GLES30.glGetAttribLocation(mProgramObject, "a_texCoord");
//
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        yTexture = GLES30.glGetUniformLocation(mProgramObject, "y_texture");
        yTextureNames = new int[1];
        GLES30.glGenTextures(1, yTextureNames, 0);
        int yTextureName = yTextureNames[0];
 
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        uTexture = GLES30.glGetUniformLocation(mProgramObject, "u_texture");
        uTextureNames = new int[1];
        GLES30.glGenTextures(1, uTextureNames, 0);
        int uTextureName = uTextureNames[0];
 
        GLES30.glEnable(GLES30.GL_TEXTURE_2D);
        vTexture = GLES30.glGetUniformLocation(mProgramObject, "v_texture");
        vTextureNames = new int[1];
        GLES30.glGenTextures(1, vTextureNames, 0);
        int vTextureName = vTextureNames[0];
 
        GLES30.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
//
    }
 
    float val = 0.01f;
 
    @Override
    public final void onDrawFrame(GL10 gl) {
        Log.d("debug", "on Draw frame");
//        // Clear the color buffer
        GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
        val+= 0.05;
        if(val>1.0f)
            val = 0.f;
 
        GLES30.glClearColor(val, 0.0f, 0.0f, 0.0f);
 
//        if(val < 0.5f)
//            return;
 
        yBuffer.clear();
 
        Log.d("draw", "Draw " + (val *255.0));
        for(int i=0;i<LENGTH;i++) {
            yBuffer.put((byte)(val *255.0));
        }
        yBuffer.position(0);
 
 
        for(int i=0;i<LENGTH_4;i++) {
            uBuffer.put((byte)(val *255.0));
        }
        uBuffer.position(0);
 
 
        // Use the program object
        GLES30.glUseProgram(mProgramObject);
 
        // Load the vertex position
        mVertices.position(0);
        GLES30.glVertexAttribPointer(mPositionLoc, 3, GLES30.GL_FLOAT, false, 5*4, mVertices);
        mVertices.position(3);
        GLES30.glVertexAttribPointer(mTexCoordLoc, 2, GLES30.GL_FLOAT, false, 5*4, mVertices);
 
        GLES30.glEnableVertexAttribArray(mPositionLoc);
        GLES30.glEnableVertexAttribArray(mTexCoordLoc);
 
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, yTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                320, 240, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, yBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, yTextureNames[0]);
        GLES30.glUniform1i(yTexture, 0);
 
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                160, 120, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, uBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1+2);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureNames[0]);
        GLES30.glUniform1i(uTexture, 2);
 
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, vTextureNames[0]);
        GLES30.glTexImage2D(   GLES30.GL_TEXTURE_2D, 0, GLES30.GL_LUMINANCE,
                160, 120, 0, GLES30.GL_LUMINANCE, GLES30.GL_UNSIGNED_BYTE, vBuffer);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
        GLES30.glActiveTexture(GLES30.GL_TEXTURE1+1);
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, vTextureNames[0]);
        GLES30.glUniform1i(vTexture, 1);
 
        GLES30.glDrawElements(GLES30.GL_TRIANGLES, 6, GLES30.GL_UNSIGNED_SHORT, mIndices);
//        CameraGLRenderer.checkGlError("toto");
    }
 
 
}
Normalement dans la function draw, la couleur de ma texture change au fur et a mesure.

Quand je lance l'application mon ecran reste noir. Quelqu'un saurait me dire ce que j'ai mal fait?

D'avance merci.