原理是opengl显示全景图片和opengl播放视频的结合,下面是代码
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.SurfaceTexture;
import android.media.AudioManager;
import android.media.MediaPlayer;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.Bundle;
import android.os.Environment;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.view.MotionEvent;
import android.view.Surface;
import android.view.ViewGroup;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import static android.opengl.GLES11Ext.GL_TEXTURE_EXTERNAL_OES;
/**
* Created by Administrator on 2016/8/31 0031.
*/
public class VideoActivity extends Activity {
GLSurfaceView glSurfaceView;
public float mAngleX = 0;// 摄像机所在的x坐标
public float mAngleY = 0;// 摄像机所在的y坐标
public float mAngleZ = 1;// 摄像机所在的z坐标
public static String VL = "uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"attribute vec2 a_texCoord;" +
"varying vec2 v_texCoord;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" v_texCoord = a_texCoord;" +
"}";
public static String FL = "#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;" +
"varying vec2 v_texCoord;" +
"uniform samplerExternalOES s_texture;" +
"void main() {" +
" gl_FragColor = texture2D( s_texture, v_texCoord );" +
"}";
MediaPlayer mediaPlayerWrapper;
RenderListener renderer;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setLayoutParams(new ViewGroup.LayoutParams(-1, -1));
setContentView(glSurfaceView);
glSurfaceView.setEGLContextClientVersion(2);
renderer = new RenderListener();
glSurfaceView.setRenderer(renderer);
glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
new Thread(new Runnable() {
@Override
public void run() {
mediaPlayerWrapper = new MediaPlayer();
//mediaPlayerWrapper.init();
mediaPlayerWrapper.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
@Override
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
mediaPlayerWrapper.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayerWrapper.setSurface(renderer.getSurface());
try {
mediaPlayerWrapper.setDataSource(Environment.getExternalStorageDirectory().getAbsolutePath() + "/UPDATE/123_md360.mp4");
mediaPlayerWrapper.prepareAsync();
} catch (IOException e) {
e.printStackTrace();
}
}
}).start();
}
float startRawX;
float startRawY;
double xFlingAngle;
double xFlingAngleTemp;
double yFlingAngle;
double yFlingAngleTemp;
@Override
public boolean onTouchEvent(MotionEvent me) {
//处理手指滑动事件,我这里的处理是判断手指在横向和竖向滑动的距离
//这个距离隐射到球体上经度和纬度的距离,根据这个距离计算三维空间的两个
//夹角,根据这个夹角调整摄像机所在位置
if (me.getAction() == MotionEvent.ACTION_DOWN) {
startRawX = me.getRawX();
startRawY = me.getRawY();
} else if (me.getAction() == MotionEvent.ACTION_MOVE) {
float distanceX = startRawX - me.getRawX();
float distanceY = startRawY - me.getRawY();
//这里的0.1f是为了不上摄像机移动的过快
distanceY = 0.1f * (distanceY) / getWindowManager().getDefaultDisplay().getHeight();
yFlingAngleTemp = distanceY * 180 / (Math.PI * 3);
if (yFlingAngleTemp + yFlingAngle > Math.PI / 2) {
yFlingAngleTemp = Math.PI / 2 - yFlingAngle;
}
if (yFlingAngleTemp + yFlingAngle < -Math.PI / 2) {
yFlingAngleTemp = -Math.PI / 2 - yFlingAngle;
}
//这里的0.1f是为了不上摄像机移动的过快
distanceX = 0.1f * (-distanceX) / getWindowManager().getDefaultDisplay().getWidth();
xFlingAngleTemp = distanceX * 180 / (Math.PI * 3);
mAngleX = (float) (Math.cos(yFlingAngle + yFlingAngleTemp) * Math.sin(xFlingAngle + xFlingAngleTemp));
mAngleY = -(float) (Math.sin(yFlingAngle + yFlingAngleTemp));
mAngleZ = (float) (Math.cos(yFlingAngle + yFlingAngleTemp) * Math.cos(xFlingAngle + xFlingAngleTemp));
glSurfaceView.requestRender();
} else if (me.getAction() == MotionEvent.ACTION_UP) {
xFlingAngle += xFlingAngleTemp;
yFlingAngle += yFlingAngleTemp;
}
return true;
}
@Override
protected void onDestroy() {
super.onDestroy();
if (mediaPlayerWrapper != null)
mediaPlayerWrapper.release();
}
@Override
protected void onPause() {
super.onPause();
if (mediaPlayerWrapper != null)
mediaPlayerWrapper.pause();
}
@Override
protected void onResume() {
super.onResume();
if (mediaPlayerWrapper != null)
mediaPlayerWrapper.start();
}
class RenderListener implements GLSurfaceView.Renderer {
FloatBuffer verticalsBuffer;
int CAP = 9;//绘制球体时,每次增加的角度
float[] verticals = new float[(180 / CAP) * (360 / CAP) * 6 * 3];
private final FloatBuffer mUvTexVertexBuffer;
private final float[] UV_TEX_VERTEX = new float[(180 / CAP) * (360 / CAP) * 6 * 2];
private int mProgram;
private int mPositionHandle;
private int mTexCoordHandle;
private int mMatrixHandle;
private int mTexSamplerHandle;
private final float[] mProjectionMatrix = new float[16];
private final float[] mCameraMatrix = new float[16];
private final float[] mMVPMatrix = new float[16];
private int[] mTexNames;
private SurfaceTexture surfaceTexture;
private boolean isAvailiable;
public Surface surface;
float r = 6f;//球体半径
public RenderListener() {
float x = 0;
float y = 0;
float z = 0;
int index = 0;
int index1 = 0;
double d = CAP * Math.PI / 180;//每次递增的弧度
for (int i = 0; i < 180; i += CAP) {
double d1 = i * Math.PI / 180;
for (int j = 0; j < 360; j += CAP) {
//获得球体上切分的超小片矩形的顶点坐标(两个三角形组成,所以有六点顶点)
double d2 = j * Math.PI / 180;
verticals[index++] = (float) (x + r * Math.sin(d1 + d) * Math.cos(d2 + d));
verticals[index++] = (float) (y + r * Math.cos(d1 + d));
verticals[index++] = (float) (z + r * Math.sin(d1 + d) * Math.sin(d2 + d));
//获得球体上切分的超小片三角形的纹理坐标
UV_TEX_VERTEX[index1++] = (j + CAP) * 1f / 360;
UV_TEX_VERTEX[index1++] = (i + CAP) * 1f / 180;
verticals[index++] = (float) (x + r * Math.sin(d1) * Math.cos(d2));
verticals[index++] = (float) (y + r * Math.cos(d1));
verticals[index++] = (float) (z + r * Math.sin(d1) * Math.sin(d2));
UV_TEX_VERTEX[index1++] = j * 1f / 360;
UV_TEX_VERTEX[index1++] = i * 1f / 180;
verticals[index++] = (float) (x + r * Math.sin(d1) * Math.cos(d2 + d));
verticals[index++] = (float) (y + r * Math.cos(d1));
verticals[index++] = (float) (z + r * Math.sin(d1) * Math.sin(d2 + d));
UV_TEX_VERTEX[index1++] = (j + CAP) * 1f / 360;
UV_TEX_VERTEX[index1++] = i * 1f / 180;
verticals[index++] = (float) (x + r * Math.sin(d1 + d) * Math.cos(d2 + d));
verticals[index++] = (float) (y + r * Math.cos(d1 + d));
verticals[index++] = (float) (z + r * Math.sin(d1 + d) * Math.sin(d2 + d));
UV_TEX_VERTEX[index1++] = (j + CAP) * 1f / 360;
UV_TEX_VERTEX[index1++] = (i + CAP) * 1f / 180;
verticals[index++] = (float) (x + r * Math.sin(d1 + d) * Math.cos(d2));
verticals[index++] = (float) (y + r * Math.cos(d1 + d));
verticals[index++] = (float) (z + r * Math.sin(d1 + d) * Math.sin(d2));
UV_TEX_VERTEX[index1++] = j * 1f / 360;
UV_TEX_VERTEX[index1++] = (i + CAP) * 1f / 180;
verticals[index++] = (float) (x + r * Math.sin(d1) * Math.cos(d2));
verticals[index++] = (float) (y + r * Math.cos(d1));
verticals[index++] = (float) (z + r * Math.sin(d1) * Math.sin(d2));
UV_TEX_VERTEX[index1++] = j * 1f / 360;
UV_TEX_VERTEX[index1++] = i * 1f / 180;
}
}
verticalsBuffer = ByteBuffer.allocateDirect(verticals.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(verticals);
verticalsBuffer.position(0);
mUvTexVertexBuffer = ByteBuffer.allocateDirect(UV_TEX_VERTEX.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(UV_TEX_VERTEX);
mUvTexVertexBuffer.position(0);
}
private Surface getSurface() {
if (surface != null) {
return surface;
}
int externalTextureId = -1;
mTexNames = new int[1];
GLES20.glGenTextures(1, mTexNames, 0);
externalTextureId = mTexNames[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(
GL_TEXTURE_EXTERNAL_OES,
externalTextureId);
GLES20.glTexParameterf(
GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameterf(
GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(
GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(
GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
surfaceTexture = new SurfaceTexture(externalTextureId);
surfaceTexture.setDefaultBufferSize(100, 100);
surfaceTexture.setOnFrameAvailableListener(
new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
isAvailiable = true;
glSurfaceView.requestRender();
}
});
surface = new Surface(surfaceTexture);
return surface;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
getSurface();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
mProgram = GLES20.glCreateProgram();
int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertexShader, VL);
GLES20.glCompileShader(vertexShader);
int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragmentShader, FL);
GLES20.glCompileShader(fragmentShader);
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_texCoord");
mMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
mTexSamplerHandle = GLES20.glGetUniformLocation(mProgram, "s_texture");
if(width<height){
float ratio = height*1f / width;
Matrix.frustumM(mProjectionMatrix, 0, -1, 1 ,-ratio, ratio,1f, 1000f);
}else{
float ratio = width*1f / height;
Matrix.perspectiveM(mProjectionMatrix, 0, 70f, ratio, 1, 1000f);
}
}
@Override
public void onDrawFrame(GL10 gl) {
if (isAvailiable) {
surfaceTexture.updateTexImage();
isAvailiable = false;
}
//调整摄像机焦点位置,使画面滚动
Matrix.setLookAtM(mCameraMatrix, 0, 0, 0, 0, mAngleX, mAngleY, mAngleZ, 0, 1, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mCameraMatrix, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false,
12, verticalsBuffer);
GLES20.glEnableVertexAttribArray(mTexCoordHandle);
GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false, 0,
mUvTexVertexBuffer);
GLES20.glUniformMatrix4fv(mMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniform1i(mTexSamplerHandle, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, (180 / CAP) * (360 / CAP) * 6);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
}