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Android Camera开发:使用GLSurfaceView预览Camera 基础拍照
阅读量:6847 次
发布时间:2019-06-26

本文共 14305 字,大约阅读时间需要 47 分钟。

GLSurfaceView是OpenGL中的一个类,也是可以预览Camera的,而且在预览Camera上有其独到之处。独到之处在哪?当使用Surfaceview无能为力、痛不欲生时就只有使用GLSurfaceView了,它能够真正做到让Camera的数据和显示分离,所以搞明白了这个,像Camera只开预览不显示这都是小菜,妥妥的。Android4.0的自带Camera源码是用SurfaceView预览的,但到了4.2就换成了GLSurfaceView来预览。如今到了4.4又用了自家的TextureView,所以从中可以窥探出新增TextureView的用意。

虽说Android4.2的Camera源码是用GLSurfaceView预览的,但是进行了大量的封装又封装的,由于是OpenGL小白,真是看的不知所云。俺滴要求不高,只想弄个可拍照的摸清GLSurfaceView在预览Camera上的使用流程。经过一番百度一无所获,后来翻出去Google一大圈也没发现可用的。倒是很多人都在用GLSurfaceView和Surfaceview同时预览Camera,Surfaceview用来预览数据,在上面又铺了一层GLSurfaceView绘制一些信息。无奈自己摸索,整出来的是能拍照也能得到数据,但是界面上不是一块白板就是一块黑板啥都不显示。后来在stackoverflow终于找到了一个可用的链接,,苍天啊,终于柳暗花明了!参考此链接,自己又改改摸索了一天才彻底搞定。之所以费这么多时间是不明白OpenGL ES2.0的绘制基本流程,跟简单的OpenGL的绘制还是稍有区别。下面上源码:

一、CameraGLSurfaceView.java 此类继承GLSurfaceView,并实现了两个接口

 

1 package org.yanzi.camera.preview; 2  3 import javax.microedition.khronos.egl.EGLConfig; 4 import javax.microedition.khronos.opengles.GL10; 5  6 import org.yanzi.camera.CameraInterface; 7  8 import android.content.Context; 9 import android.graphics.SurfaceTexture;10 import android.opengl.GLES11Ext;11 import android.opengl.GLES20;12 import android.opengl.GLSurfaceView;13 import android.opengl.GLSurfaceView.Renderer;14 import android.util.AttributeSet;15 import android.util.Log;16 17 public class CameraGLSurfaceView extends GLSurfaceView implements Renderer, SurfaceTexture.OnFrameAvailableListener {18     private static final String TAG = "yanzi";19     Context mContext;20     SurfaceTexture mSurface;21     int mTextureID = -1;22     DirectDrawer mDirectDrawer;23     public CameraGLSurfaceView(Context context, AttributeSet attrs) {24         super(context, attrs);25         // TODO Auto-generated constructor stub26         mContext = context;27         setEGLContextClientVersion(2);28         setRenderer(this);29         setRenderMode(RENDERMODE_WHEN_DIRTY);30     }31     @Override32     public void onSurfaceCreated(GL10 gl, EGLConfig config) {33         // TODO Auto-generated method stub34         Log.i(TAG, "onSurfaceCreated...");35         mTextureID = createTextureID();36         mSurface = new SurfaceTexture(mTextureID);37         mSurface.setOnFrameAvailableListener(this);38         mDirectDrawer = new DirectDrawer(mTextureID);39         CameraInterface.getInstance().doOpenCamera(null);40 41     }42     @Override43     public void onSurfaceChanged(GL10 gl, int width, int height) {44         // TODO Auto-generated method stub45         Log.i(TAG, "onSurfaceChanged...");46         GLES20.glViewport(0, 0, width, height);47         if(!CameraInterface.getInstance().isPreviewing()){48             CameraInterface.getInstance().doStartPreview(mSurface, 1.33f);49         }50     51 52     }53     @Override54     public void onDrawFrame(GL10 gl) {55         // TODO Auto-generated method stub56         Log.i(TAG, "onDrawFrame...");57         GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);58         GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);59         mSurface.updateTexImage();60         float[] mtx = new float[16];61         mSurface.getTransformMatrix(mtx);62         mDirectDrawer.draw(mtx);63     }64     65     @Override66     public void onPause() {67         // TODO Auto-generated method stub68         super.onPause();69         CameraInterface.getInstance().doStopCamera();70     }71     private int createTextureID()72     {73         int[] texture = new int[1];74 75         GLES20.glGenTextures(1, texture, 0);76         GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);77         GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,78                 GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);        79         GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,80                 GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);81         GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,82                 GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);83         GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,84                 GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);85 86         return texture[0];87     }88     public SurfaceTexture _getSurfaceTexture(){89         return mSurface;90     }91     @Override92     public void onFrameAvailable(SurfaceTexture surfaceTexture) {93         // TODO Auto-generated method stub94         Log.i(TAG, "onFrameAvailable...");95         this.requestRender();96     }97 98 }

 

关于这个类进行简单说明:

 

1、Renderer这个接口里有三个回调: onSurfaceCreated() onSurfaceChanged() onDrawFrame(),在onSurfaceCreated里设置了GLSurfaceView的版本: setEGLContextClientVersion(2); 如果没这个设置是啥都画不出来了,因为Android支持OpenGL ES1.1和2.0及最新的3.0,而且版本间差别很大。不告诉他版本他不知道用哪个版本的api渲染。在设置setRenderer(this);后,再设置它的模式为RENDERMODE_WHEN_DIRTY。这个也很关键,看api:

 

When renderMode is RENDERMODE_CONTINUOUSLY, the renderer is called repeatedly to re-render the scene. When renderMode is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface is created, or when requestRender is called. Defaults to RENDERMODE_CONTINUOUSLY.

Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance by allowing the GPU and CPU to idle when the view does not need to be updated. 

大意是RENDERMODE_CONTINUOUSLY模式就会一直Render,如果设置成RENDERMODE_WHEN_DIRTY,就是当有数据时才rendered或者主动调用了GLSurfaceView的requestRender.默认是连续模式,很显然Camera适合脏模式,一秒30帧,当有数据来时再渲染。

2、正因是RENDERMODE_WHEN_DIRTY所以就要告诉GLSurfaceView什么时候Render,也就是啥时候进到onDrawFrame()这个函数里。SurfaceTexture.OnFrameAvailableListener这个接口就干了这么一件事,当有数据上来后会进到

public void onFrameAvailable(SurfaceTexture surfaceTexture) {// TODO Auto-generated method stubLog.i(TAG, "onFrameAvailable...");this.requestRender();}

 

这里,然后执行requestRender()。

3、网上有一些OpenGL ES的示例是在Activity里实现了SurfaceTexture.OnFrameAvailableListener此接口,其实这个无所谓。无论是被谁实现,关键看在回调里干了什么事。

4、与TextureView里对比可知,TextureView预览时因为实现了SurfaceTextureListener会自动创建SurfaceTexture。但在GLSurfaceView里则要手动创建同时绑定一个纹理ID。

5、本文在onSurfaceCreated()里打开Camera,在onSurfaceChanged()里开启预览,默认1.33的比例。原因是相比前两种预览,此处SurfaceTexture创建需要一定时间。如果想要开预览时由Activity发起,则要GLSurfaceView利用Handler将创建的SurfaceTexture传递给Activity。

 

二、DirectDrawer.java 此类非常关键,负责将SurfaceTexture内容绘制到屏幕上

 

1 package org.yanzi.camera.preview;  2   3 import java.nio.ByteBuffer;  4 import java.nio.ByteOrder;  5 import java.nio.FloatBuffer;  6 import java.nio.ShortBuffer;  7   8 import android.opengl.GLES11Ext;  9 import android.opengl.GLES20; 10 import android.opengl.Matrix; 11  12 public class DirectDrawer { 13     private final String vertexShaderCode = 14             "attribute vec4 vPosition;" + 15             "attribute vec2 inputTextureCoordinate;" + 16             "varying vec2 textureCoordinate;" + 17             "void main()" + 18             "{"+ 19                 "gl_Position = vPosition;"+ 20                 "textureCoordinate = inputTextureCoordinate;" + 21             "}"; 22  23     private final String fragmentShaderCode = 24             "#extension GL_OES_EGL_image_external : require\n"+ 25             "precision mediump float;" + 26             "varying vec2 textureCoordinate;\n" + 27             "uniform samplerExternalOES s_texture;\n" + 28             "void main() {" + 29             "  gl_FragColor = texture2D( s_texture, textureCoordinate );\n" + 30             "}"; 31  32     private FloatBuffer vertexBuffer, textureVerticesBuffer; 33     private ShortBuffer drawListBuffer; 34     private final int mProgram; 35     private int mPositionHandle; 36     private int mTextureCoordHandle; 37  38     private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices 39  40     // number of coordinates per vertex in this array 41     private static final int COORDS_PER_VERTEX = 2; 42  43     private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex 44  45     static float squareCoords[] = { 46        -1.0f,  1.0f, 47        -1.0f, -1.0f, 48         1.0f, -1.0f, 49         1.0f,  1.0f, 50     }; 51  52     static float textureVertices[] = { 53         0.0f, 1.0f, 54         1.0f, 1.0f, 55         1.0f, 0.0f, 56         0.0f, 0.0f, 57     }; 58  59     private int texture; 60  61     public DirectDrawer(int texture) 62     { 63         this.texture = texture; 64         // initialize vertex byte buffer for shape coordinates 65         ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4); 66         bb.order(ByteOrder.nativeOrder()); 67         vertexBuffer = bb.asFloatBuffer(); 68         vertexBuffer.put(squareCoords); 69         vertexBuffer.position(0); 70  71         // initialize byte buffer for the draw list 72         ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2); 73         dlb.order(ByteOrder.nativeOrder()); 74         drawListBuffer = dlb.asShortBuffer(); 75         drawListBuffer.put(drawOrder); 76         drawListBuffer.position(0); 77  78         ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4); 79         bb2.order(ByteOrder.nativeOrder()); 80         textureVerticesBuffer = bb2.asFloatBuffer(); 81         textureVerticesBuffer.put(textureVertices); 82         textureVerticesBuffer.position(0); 83  84         int vertexShader    = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); 85         int fragmentShader  = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 86  87         mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program 88         GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program 89         GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program 90         GLES20.glLinkProgram(mProgram);                  // creates OpenGL ES program executables 91     } 92  93     public void draw(float[] mtx) 94     { 95         GLES20.glUseProgram(mProgram); 96  97         GLES20.glActiveTexture(GLES20.GL_TEXTURE0); 98         GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture); 99 100         // get handle to vertex shader's vPosition member101         mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");102 103         // Enable a handle to the triangle vertices104         GLES20.glEnableVertexAttribArray(mPositionHandle);105 106         // Prepare the 
coordinate data107 GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);108 109 mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");110 GLES20.glEnableVertexAttribArray(mTextureCoordHandle);111 112 // textureVerticesBuffer.clear();113 // textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));114 // textureVerticesBuffer.position(0);115 GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);116 117 GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);118 119 // Disable vertex array120 GLES20.glDisableVertexAttribArray(mPositionHandle);121 GLES20.glDisableVertexAttribArray(mTextureCoordHandle);122 }123 124 private int loadShader(int type, String shaderCode){125 126 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)127 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)128 int shader = GLES20.glCreateShader(type);129 130 // add the source code to the shader and compile it131 GLES20.glShaderSource(shader, shaderCode);132 GLES20.glCompileShader(shader);133 134 return shader;135 }136 private float[] transformTextureCoordinates( float[] coords, float[] matrix)137 { 138 float[] result = new float[ coords.length ]; 139 float[] vt = new float[4]; 140 141 for ( int i = 0 ; i < coords.length ; i += 2 ) {142 float[] v = { coords[i], coords[i+1], 0 , 1 };143 Matrix.multiplyMV(vt, 0, matrix, 0, v, 0);144 result[i] = vt[0];145 result[i+1] = vt[1];146 }147 return result;148 }149 }

 

三、有了上面两个类就完成95%的工作,可以将GLSurfaceView看成是有生命周期的。在onPause里进行关闭Camera,在Activity里复写两个方法:

@Override    protected void onResume() {        // TODO Auto-generated method stub        super.onResume();        glSurfaceView.bringToFront();    }    @Override    protected void onPause() {        // TODO Auto-generated method stub        super.onPause();        glSurfaceView.onPause();    }

 

这个glSurfaceView.bringToFront();其实不写也中。在布局里写入自定义的GLSurfaceView就ok了:

 

CameraActivity里只负责UI部分,CameraGLSurfaceView负责开Camera、预览,并调用DirectDrawer里的draw()进行绘制。其他代码就不上了。

 

注意事项:

1、在onDrawFrame()里,如果不调用mDirectDrawer.draw(mtx);是啥都显示不出来的!!!这是GLSurfaceView的特别之处。为啥呢?因为GLSurfaceView不是Android亲生的,而Surfaceview和TextureView是。所以得自己按照OpenGL ES的流程画。

2、究竟mDirectDrawer.draw(mtx)里在哪获取的Buffer目前杂家还么看太明白,貌似么有请求buffer,而是根据GLSurfaceView里创建的SurfaceTexture之前,生成的有个纹理ID。这个纹理ID一方面跟SurfaceTexture是绑定在一起的,另一方面跟DirectDrawer绑定,而SurfaceTexture作渲染载体。

3、参考链接里有,有人为了解决问题,给出了下面三段代码:

 

@Overridepublic void onDrawFrame(GL10 gl){    float[] mtx = new float[16];    mSurface.updateTexImage();    mSurface.getTransformMatrix(mtx);        mDirectVideo.draw(mtx);} private float[] transformTextureCoordinates( float[] coords, float[] matrix) {              float[] result = new float[ coords.length ];            float[] vt = new float[4];          for ( int i = 0 ; i < coords.length ; i += 2 ) {        float[] v = { coords[i], coords[i+1], 0 , 1  };        Matrix.multiplyMV(vt, 0, matrix, 0, v, 0);        result[i] = vt[0];        result[i+1] = vt[1];    }    return result; }textureVerticesBuffer.clear();textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));textureVerticesBuffer.position(0);

 

我已经把代码都融入到了此demo,只不过在draw()方法里么有使用。原因是使用之后,得到的预览画面反而是变形的,而不用的话是ok的。上面的代码是得到SurfaceTexture的变换矩阵:mSurface.getTransformMatrix

 

然后将此矩阵传递给draw(),在draw的时候对textureVerticesBuffer作一个变化,然后再画。

下图是未加这个矩阵变换效果时:

下图为使用了变换矩阵,划片扭曲的还真说不上来咋扭曲的,但足以说明OpenGL ES在渲染效果上的强大,就是设置了个矩阵,不用一帧帧处理,就能得到不一样显示效果。

 

 

 

-----------------------------本文系原创,转载请注明作者yanzi1225627

版本号:PlayCamera_V3.0.0[2014-6-22].zip

CSDN下载链接:http://download.csdn.net/detail/yanzi1225627/7547263

百度云盘:

附个OpenGL ES简明教程:http://www.apkbus.com/android-20427-1-1.html

转载于:https://www.cnblogs.com/Sharley/p/5955254.html

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