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  • Android Camera开发:使用GLSurfaceView预览Camera 基础拍照

    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 stub
    26         mContext = context;
    27         setEGLContextClientVersion(2);
    28         setRenderer(this);
    29         setRenderMode(RENDERMODE_WHEN_DIRTY);
    30     }
    31     @Override
    32     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    33         // TODO Auto-generated method stub
    34         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     @Override
    43     public void onSurfaceChanged(GL10 gl, int width, int height) {
    44         // TODO Auto-generated method stub
    45         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     @Override
    54     public void onDrawFrame(GL10 gl) {
    55         // TODO Auto-generated method stub
    56         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     @Override
    66     public void onPause() {
    67         // TODO Auto-generated method stub
    68         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     @Override
    92     public void onFrameAvailable(SurfaceTexture surfaceTexture) {
    93         // TODO Auto-generated method stub
    94         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 stub
    Log.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
    "+
     25             "precision mediump float;" +
     26             "varying vec2 textureCoordinate;
    " +
     27             "uniform samplerExternalOES s_texture;
    " +
     28             "void main() {" +
     29             "  gl_FragColor = texture2D( s_texture, textureCoordinate );
    " +
     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 member
    101         mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    102 
    103         // Enable a handle to the triangle vertices
    104         GLES20.glEnableVertexAttribArray(mPositionHandle);
    105 
    106         // Prepare the <insert shape here> coordinate data
    107         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 array
    120         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 it
    131         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:

        <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:

    @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,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:

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

    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。

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

    -----------------------------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

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  • 原文地址:https://www.cnblogs.com/Sharley/p/5955254.html
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