上篇说过添加水印的方案,帧数据转为Bitmap,在bitmap上画水印,然后将加了水印的Bitmap转为帧数据

这种方案可以实现水印添加,尽管用了RenderScript内联函数 增加了效率,但是因为多了帧数据到bitmap再到帧数据的转换过程,所以整体效率还是慢

针对此问题,为了提高效率,我们可以直接在获取到的YUV帧数据上直接添加水印的YUV数据,具体步骤:

  1、提前将水印内容画在Bitmap上并将Bitmap转为YUV格式的字节数组

  2、获取到视频原始帧数据

  3、将水印的YUV数组里有效地水印部分对应赋值到原始帧数据相应位置

 

1、水印内容画到Bitmap再转为字节数组 这里bitmap是黑底白字,之所以黑底是方便我们后边合成YUV帧数据根据颜色做判断

  

private byte[] getOsdByte() {
        Bitmap bitmap=Bitmap.createBitmap(width,height, Bitmap.Config.ARGB_8888)
        Canvas canvas = new Canvas(bitmap);
        canvas.drawColor(getResource.getColor(R.color.black));
        Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
        paint.setColor(Color.WHITE);
        paint.setTextSize(80);
        canvas.drawText("毕哥制作", CameraSettings.SRC_IMAGE_WIDTH/2, 100, paint);
        byte[] newBytes = bitmapToNv12(bitmapAllNew,CameraSettings.SRC_IMAGE_WIDTH, CameraSettings.SRC_IMAGE_HEIGHT);
        if(newBytes!=null){
            return newBytes;
        }else{
            return null;
        }
    }
byte[] bitmapToNV12(int inputWidth, int inputHeight, Bitmap scaled) {

    int[] argb = new int[inputWidth * inputHeight];

    scaled.getPixels(argb, 0, inputWidth, 0, 0, inputWidth, inputHeight);

    byte[] yuv = new byte[inputWidth * inputHeight * 3 / 2];
    encodeYUV420SP(yuv, argb, inputWidth, inputHeight);

    scaled.recycle();

    return yuv;
}

public static void encodeYUV420SP(byte[] yuv420sp, int[] argb, int width, int height) {
    final int frameSize = width * height;

    int yIndex = 0;
    int uvIndex = frameSize;

    int a, R, G, B, Y, U, V;
    int index = 0;
    for (int j = 0; j < height; j++) {
        for (int i = 0; i < width; i++) {

            a = (argb[index] & 0xff000000) >> 24; // a is not used obviously
            R = (argb[index] & 0xff0000) >> 16;
            G = (argb[index] & 0xff00) >> 8;
            B = (argb[index] & 0xff) >> 0;

            // well known RGB to YUV algorithm
            Y = ( (  66 * R + 129 * G +  25 * B + 128) >> 8) +  16;
            U = ( ( -38 * R -  74 * G + 112 * B + 128) >> 8) + 128;
            V = ( ( 112 * R -  94 * G -  18 * B + 128) >> 8) + 128;

            // NV21 has a plane of Y and interleaved planes of VU each sampled by a factor of 2
            //    meaning for every 4 Y pixels there are 1 V and 1 U.  Note the sampling is every other
            //    pixel AND every other scanline.
            yuv420sp[yIndex++] = (byte) ((Y < 0) ? 0 : ((Y > 255) ? 255 : Y));
            if (j % 2 == 0 && index % 2 == 0) {
                yuv420sp[uvIndex++] = (byte)((U<0) ? 0 : ((U > 255) ? 255 : U));
                yuv420sp[uvIndex++] = (byte)((V<0) ? 0 : ((V > 255) ? 255 : V));
            }

            index ++;
        }
    }
}

2、获取到视频帧数据就不多说了 获取到的帧数据 该转颜色格式的转颜色格式 参考我之前的博客:https://www.cnblogs.com/bimingcong/p/14082860.html

3、将水印的YUV数组里有效地水印部分对应赋值到原始帧数据相应位置

//本方法是将NV12格式的水印数据的有效部分(即上边所说的黑底白字的白字部分)覆盖到原始NV12视频帧数据上

    将数组B对应的值覆盖到数组A  

offset_x是B在A的X轴偏移量
offset_y是B在A的Y轴偏移量
 //
    public static void mergeOsd(byte[] nv12_A, byte[] nv12_B, int offset_x, int offset_y, int a_width, int a_height, int b_width, int b_height) {
        for (int i = 0; i < b_height; i++) {
            for (int j = 0; j < b_width; j++) {
                if(nv12_B[i * b_width + j] != 16){//如果不是黑色则将水印像素添加上去,黑色(#ff000000)就是黑底 值为16
                    nv12_A[i * a_width + offset_y * a_width + j + offset_x] = nv12_B[i * b_width + j];
                }
            }
        }
    }

        这样数组A就是覆盖完有效水印的帧数据了  可以放入编码器编码了

 

posted on 2020-12-21 22:18  毕哥  阅读(895)  评论(2编辑  收藏  举报