• 玩转Android Camera开发(三):国内首发---使用GLSurfaceView预览Camera 基础拍照demo


    GLSurfaceView是OpenGL中的一个类,也是能够预览Camera的,并且在预览Camera上有其独到之处。

    独到之处在哪?当使用Surfaceview无能为力、痛不欲生时就仅仅有使用GLSurfaceView了。它能够真正做到让Camera的数据和显示分离,所以搞明确了这个,像Camera仅仅开预览不显示这都是小菜,妥妥的。

    Android4.0的自带Camera源代码是用SurfaceView预览的。但到了4.2就换成了GLSurfaceView来预览。

    现在到了4.4又用了自家的TextureView。所以从中能够窥探出新增TextureView的用意。

    虽说Android4.2的Camera源代码是用GLSurfaceView预览的,可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,仅仅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。

    倒是非常多人都在用GLSurfaceView和Surfaceview同一时候预览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。可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最终找到了一个可用的链接。哈哈。苍天啊。最终柳暗花明了!參考此链接,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确OpenGL ES2.0的绘制基本流程,跟简单的OpenGL的绘制还是稍有区别。

    以下上源代码:

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

    package org.yanzi.camera.preview;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    
    import org.yanzi.camera.CameraInterface;
    
    import android.content.Context;
    import android.graphics.SurfaceTexture;
    import android.opengl.GLES11Ext;
    import android.opengl.GLES20;
    import android.opengl.GLSurfaceView;
    import android.opengl.GLSurfaceView.Renderer;
    import android.util.AttributeSet;
    import android.util.Log;
    
    public class CameraGLSurfaceView extends GLSurfaceView implements Renderer, SurfaceTexture.OnFrameAvailableListener {
    	private static final String TAG = "yanzi";
    	Context mContext;
    	SurfaceTexture mSurface;
    	int mTextureID = -1;
    	DirectDrawer mDirectDrawer;
    	public CameraGLSurfaceView(Context context, AttributeSet attrs) {
    		super(context, attrs);
    		// TODO Auto-generated constructor stub
    		mContext = context;
    		setEGLContextClientVersion(2);
    		setRenderer(this);
    		setRenderMode(RENDERMODE_WHEN_DIRTY);
    	}
    	@Override
    	public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    		// TODO Auto-generated method stub
    		Log.i(TAG, "onSurfaceCreated...");
    		mTextureID = createTextureID();
    		mSurface = new SurfaceTexture(mTextureID);
    		mSurface.setOnFrameAvailableListener(this);
    		mDirectDrawer = new DirectDrawer(mTextureID);
    		CameraInterface.getInstance().doOpenCamera(null);
    
    	}
    	@Override
    	public void onSurfaceChanged(GL10 gl, int width, int height) {
    		// TODO Auto-generated method stub
    		Log.i(TAG, "onSurfaceChanged...");
    		GLES20.glViewport(0, 0, width, height);
    		if(!CameraInterface.getInstance().isPreviewing()){
    			CameraInterface.getInstance().doStartPreview(mSurface, 1.33f);
    		}
    	
    
    	}
    	@Override
    	public void onDrawFrame(GL10 gl) {
    		// TODO Auto-generated method stub
    		Log.i(TAG, "onDrawFrame...");
    		GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    		GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
    		mSurface.updateTexImage();
    		float[] mtx = new float[16];
    		mSurface.getTransformMatrix(mtx);
    		mDirectDrawer.draw(mtx);
    	}
    	
    	@Override
    	public void onPause() {
    		// TODO Auto-generated method stub
    		super.onPause();
    		CameraInterface.getInstance().doStopCamera();
    	}
    	private int createTextureID()
    	{
    		int[] texture = new int[1];
    
    		GLES20.glGenTextures(1, texture, 0);
    		GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
    		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
    				GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);        
    		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
    				GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
    				GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
    				GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    
    		return texture[0];
    	}
    	public SurfaceTexture _getSurfaceTexture(){
    		return mSurface;
    	}
    	@Override
    	public void onFrameAvailable(SurfaceTexture surfaceTexture) {
    		// TODO Auto-generated method stub
    		Log.i(TAG, "onFrameAvailable...");
    		this.requestRender();
    	}
    
    }
    
    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的版本号: setEGLContextClientVersion(2); 假设没这个设置是啥都画不出来了,由于Android支持OpenGL ES1.1和2.0及最新的3.0,并且版本号间区别非常大。不告诉他版本号他不知道用哪个版本号的api渲染。

    在设置setRenderer(this);后,再设置它的模式为RENDERMODE_WHEN_DIRTY。这个也非常关键,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,假设设置成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,非常显然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 stub
    Log.i(TAG, "onFrameAvailable...");
    this.requestRender();
    }

    这里,然后运行requestRender()。

    3、网上有一些OpenGL ES的演示样例是在Activity里实现了SurfaceTexture.OnFrameAvailableListener此接口,事实上这个无所谓。

    不管是被谁实现。关键看在回调里干了什么事。

    4、与TextureView里对照可知,TextureView预览时由于实现了SurfaceTextureListener会自己主动创建SurfaceTexture。但在GLSurfaceView里则要手动创建同一时候绑定一个纹理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创建须要一定时间。假设想要开预览时由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

    package org.yanzi.camera.preview;
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    import java.nio.ShortBuffer;
    
    import android.opengl.GLES11Ext;
    import android.opengl.GLES20;
    import android.opengl.Matrix;
    
    public class DirectDrawer {
    	private final String vertexShaderCode =
                "attribute vec4 vPosition;" +
                "attribute vec2 inputTextureCoordinate;" +
                "varying vec2 textureCoordinate;" +
                "void main()" +
                "{"+
                    "gl_Position = vPosition;"+
                    "textureCoordinate = inputTextureCoordinate;" +
                "}";
    
        private final String fragmentShaderCode =
                "#extension GL_OES_EGL_image_external : require
    "+
                "precision mediump float;" +
                "varying vec2 textureCoordinate;
    " +
                "uniform samplerExternalOES s_texture;
    " +
                "void main() {" +
                "  gl_FragColor = texture2D( s_texture, textureCoordinate );
    " +
                "}";
    
        private FloatBuffer vertexBuffer, textureVerticesBuffer;
        private ShortBuffer drawListBuffer;
        private final int mProgram;
        private int mPositionHandle;
        private int mTextureCoordHandle;
    
        private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
    
        // number of coordinates per vertex in this array
        private static final int COORDS_PER_VERTEX = 2;
    
        private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
    
        static float squareCoords[] = {
           -1.0f,  1.0f,
           -1.0f, -1.0f,
            1.0f, -1.0f,
            1.0f,  1.0f,
        };
    
        static float textureVertices[] = {
            0.0f, 1.0f,
            1.0f, 1.0f,
            1.0f, 0.0f,
            0.0f, 0.0f,
        };
    
        private int texture;
    
        public DirectDrawer(int texture)
        {
            this.texture = texture;
            // initialize vertex byte buffer for shape coordinates
            ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
            bb.order(ByteOrder.nativeOrder());
            vertexBuffer = bb.asFloatBuffer();
            vertexBuffer.put(squareCoords);
            vertexBuffer.position(0);
    
            // initialize byte buffer for the draw list
            ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
            dlb.order(ByteOrder.nativeOrder());
            drawListBuffer = dlb.asShortBuffer();
            drawListBuffer.put(drawOrder);
            drawListBuffer.position(0);
    
            ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
            bb2.order(ByteOrder.nativeOrder());
            textureVerticesBuffer = bb2.asFloatBuffer();
            textureVerticesBuffer.put(textureVertices);
            textureVerticesBuffer.position(0);
    
            int vertexShader    = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
            int fragmentShader  = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    
            mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
            GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
            GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
            GLES20.glLinkProgram(mProgram);                  // creates OpenGL ES program executables
        }
    
        public void draw(float[] mtx)
        {
            GLES20.glUseProgram(mProgram);
    
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
    
            // get handle to vertex shader's vPosition member
            mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    
            // Enable a handle to the triangle vertices
            GLES20.glEnableVertexAttribArray(mPositionHandle);
    
            // Prepare the <insert shape here> coordinate data
            GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
    
            mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
            GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
            
    //        textureVerticesBuffer.clear();
    //        textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));
    //        textureVerticesBuffer.position(0);
            GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);
    
            GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
    
            // Disable vertex array
            GLES20.glDisableVertexAttribArray(mPositionHandle);
            GLES20.glDisableVertexAttribArray(mTextureCoordHandle);
        }
        
        private  int loadShader(int type, String shaderCode){
    
            // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
            // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
            int shader = GLES20.glCreateShader(type);
    
            // add the source code to the shader and compile it
            GLES20.glShaderSource(shader, shaderCode);
            GLES20.glCompileShader(shader);
    
            return shader;
        }
        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;
        }
    }
    

    三、有了上面两个类就完毕95%的工作,能够将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();事实上不写也中。

    在布局里写入自己定义的GLSurfaceView就ok了:

        <FrameLayout
            android:layout_width="wrap_content"
            android:layout_height="wrap_content" >
            <org.yanzi.camera.preview.CameraGLSurfaceView
                android:id="@+id/camera_textureview"
                android:layout_width="0dip"
                android:layout_height="0dip" />
        </FrameLayout>
    CameraActivity里仅仅负责UI部分,CameraGLSurfaceView负责开Camera、预览。并调用DirectDrawer里的draw()进行绘制。其它代码就不上了。

    注意事项:

    1、在onDrawFrame()里,假设不调用mDirectDrawer.draw(mtx);是啥都显示不出来的!!。这是GLSurfaceView的特别之处。

    为啥呢?由于GLSurfaceView不是Android亲生的,而Surfaceview和TextureView是。所以得自己依照OpenGL ES的流程画。

    2、到底mDirectDrawer.draw(mtx)里在哪获取的Buffer眼下杂家还么看太明确。貌似么有请求buffer。而是依据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,还有一方面跟DirectDrawer绑定,而SurfaceTexture作渲染载体。

    3、參考链接里有,有人为了解决这个问题,给出了以下三段代码:

    @Override
    public 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,仅仅只是在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


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  • 原文地址:https://www.cnblogs.com/lytwajue/p/7015647.html
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