目录
效果展示
相关文章
OpenGL系列之一:OpenGL第一个程序
OpenGL系列之二:绘制三角形
OpenGL系列之三:三角形顶点增加颜色
OpenGL系列之四:绘制四边形
OpenGL系列之五:绘制点和线
OpenGL系列之六:绘制立方体
OpenGL系列之七:纹理贴图
OpenGL系列之八:立方体纹理贴图
OpenGL系列之九:glsl着色器语言
OpenGL系列之十:VAO、VBO、EBO的应用
OpenGL系列之十一:Shader图片转场切换动画
OpenGL系列之十二:Shader燃烧动画
OpenGL系列之十三:实现Shader绚丽动画
OpenGL系列之十四:实现相机抖音特效
OpenGL系列之十五:实现美颜相机
实现步骤
1.实现相机预览
这里我们使用OpenGL系列之十四:实现相机抖音特效
,这篇文章的代码为基础
2.获取相机texture数据
增加GLHelper,用于获取到相机texture数据,这里使用的是FBO,基本都是固定的,代码如下:
class GLHelper {
var camTextureId: IntArray = IntArray(1)
protected var fbo = IntArray(1)
protected var fboTexureId = IntArray(1)
protected var drawTexureId = IntArray(1)
private val vss = """attribute vec2 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
void main() {
texCoord = vTexCoord;
gl_Position = vec4 (vPosition.x, vPosition.y, 0.0, 1.0);
}"""
private val fssCam2FBO = """#extension GL_OES_EGL_image_external : require
precision mediump float;
uniform samplerExternalOES sTexture;
varying vec2 texCoord;
void main() {
gl_FragColor = texture2D(sTexture,texCoord);
}"""
private val vertexCoords = floatArrayOf(-1f, -1f, -1f, 1f, 1f, -1f, 1f, 1f)
private val textureCoords = floatArrayOf(0f, 1f, 0f, 0f, 1f, 1f, 1f, 0f)
private var vertexCoordsBuffer: FloatBuffer? = null
private var textureCoordsBuffer: FloatBuffer? = null
private var progCam2FBO = -1
private var vcCam2FBO = 0
private var tcCam2FBO = 0
var textureWidth = 0
var textureHeight = 0
var predictor:SCRFD = SCRFD()
fun release(){
predictor.release()
}
private var context:Context
constructor(context:Context){
this.context = context
val modelFile = File(context.getExternalFilesDir(Environment.DIRECTORY_DOWNLOADS), "model.pdmodel")
val paramsFile = File(context.getExternalFilesDir(Environment.DIRECTORY_DOWNLOADS), "model.pdiparams")
// predictor = SCRFD(modelFile.absolutePath, paramsFile.absolutePath)
val option = RuntimeOption()
option.setCpuThreadNum(2)
option.setLitePowerMode(LitePowerMode.LITE_POWER_HIGH)
if (Boolean.parseBoolean( "true")) {
option.enableLiteFp16()
}
predictor.init(modelFile.absolutePath, paramsFile.absolutePath, option)
}
fun processFboTexture(textureWidth:Int,textureHeight:Int){
this.textureWidth = textureWidth
this.textureHeight = textureHeight
// Destroy FBO and draw textures
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glDeleteFramebuffers(1, fbo, 0);
GLES20.glDeleteTextures(1, drawTexureId, 0);
GLES20.glDeleteTextures(1, fboTexureId, 0);
// Normal texture for storing modified camera preview data(RGBA format)
GLES20.glGenTextures(1, drawTexureId, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, drawTexureId[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, textureWidth, textureHeight, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// FBO texture for storing camera preview data(RGBA format)
GLES20.glGenTextures(1, fboTexureId, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTexureId[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, textureWidth, textureHeight, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Generate FBO and bind to FBO texture
GLES20.glGenFramebuffers(1, fbo, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
fboTexureId[0], 0);
}
fun initFboProgram(){
val bytes: Int = vertexCoords.size * java.lang.Float.SIZE / java.lang.Byte.SIZE
vertexCoordsBuffer =
ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer()
textureCoordsBuffer =
ByteBuffer.allocateDirect(bytes).order(ByteOrder.nativeOrder()).asFloatBuffer()
vertexCoordsBuffer?.put(vertexCoords)?.position(0)
textureCoordsBuffer?.put(textureCoords)?.position(0)
// Create vertex and fragment shaders
// camTextureId->fboTexureId
// Create vertex and fragment shaders
// camTextureId->fboTexureId
progCam2FBO = Utils.createShaderProgram(vss, fssCam2FBO)
vcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vPosition")
tcCam2FBO = GLES20.glGetAttribLocation(progCam2FBO, "vTexCoord")
GLES20.glEnableVertexAttribArray(vcCam2FBO)
GLES20.glEnableVertexAttribArray(tcCam2FBO)
}
fun getTextureData(matrix: FloatArray):GLData{
// camTextureId->fboTexureId
// camTextureId->fboTexureId
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0])
GLES20.glViewport(0, 0, textureWidth, textureHeight)
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
GLES20.glUseProgram(progCam2FBO)
GLES20.glVertexAttribPointer(
vcCam2FBO,
2,
GLES20.GL_FLOAT,
false,
4 * 2,
vertexCoordsBuffer
)
textureCoordsBuffer!!.clear()
textureCoordsBuffer?.put(transformTextureCoordinates(textureCoords, matrix))
textureCoordsBuffer!!.position(0)
GLES20.glVertexAttribPointer(
tcCam2FBO,
2,
GLES20.GL_FLOAT,
false,
4 * 2,
textureCoordsBuffer
)
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, camTextureId[0])
GLES20.glUniform1i(GLES20.glGetUniformLocation(progCam2FBO, "sTexture"), 0)
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
GLES20.glFlush()
var targetTexureId = fboTexureId[0]
//========================Kotlin代码生成图像数据============================
val pixelBuffer = ByteBuffer.allocate(textureWidth * textureHeight * 4)
GLES20.glReadPixels(
0,
0,
textureWidth,
textureHeight,
GLES20.GL_RGBA,
GLES20.GL_UNSIGNED_BYTE,
pixelBuffer
)
//========================Kotlin代码生成图像数据============================
//======================非C代码转Texture====================================
var result:FaceDetectionResult = FaceDetectionResult().apply {
mInitialized = false
}
if(predictor.initialized()){
var ARGB8888ImageBitmap =
Bitmap.createBitmap(textureWidth, textureHeight, Bitmap.Config.ARGB_8888)
ARGB8888ImageBitmap.copyPixelsFromBuffer(pixelBuffer)
result = predictor.predict(
ARGB8888ImageBitmap, 0.5f, 0.4f
)
LogUtils.eTag("人脸",result.mLandmarks)
ARGB8888ImageBitmap.recycle()
}
//
// ImageUtils.save(ARGB8888ImageBitmap, File(context.getExternalFilesDir(Environment.DIRECTORY_DOWNLOADS),"aaa.png"),
// Bitmap.CompressFormat.PNG
// )
// targetTexureId = drawTexureId[0]
// // Update a bitmap to the GL texture if modified
// GLES20.glActiveTexture(targetTexureId)
// // GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, targetTexureId);
// GLES20.glBindTexture(GL10.GL_TEXTURE_2D, targetTexureId)
// GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, ARGB8888ImageBitmap, 0)
// GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
//======================非C代码转Texture END====================================
targetTexureId = drawTexureId[0]
return GLData(targetTexureId,pixelBuffer.array(),result)
}
private fun transformTextureCoordinates(coords: FloatArray, matrix: FloatArray): FloatArray? {
val result = FloatArray(coords.size)
val vt = FloatArray(4)
var i = 0
while (i < coords.size) {
val v = floatArrayOf(coords[i], coords[i + 1], 0f, 1f)
Matrix.multiplyMV(vt, 0, matrix, 0, v, 0)
result[i] = vt[0]
result[i + 1] = vt[1]
i += 2
}
return result
}
}
GLHelper,主要是用于获取texture数据和进行人脸识别的,在getTextureData方法中将图像数据和人脸识别的数据进行返回,关于人脸识别部分稍后在下面说明
3.GLRender中加入GLHelper
在GLRender中的onSurfaceCreated、onSurfaceChanged、onDrawFrame加入GLHelper的处理,首先是onSurfaceCreated中初始化渲染FBO的Program,然后在onSurfaceChanged中初始化相关的texture,最后在onDrawFrame中根据相机textureID获取到需要的数据
override fun onSurfaceCreated(p0: GL10?, p1: EGLConfig?) {
//初始化opengl
ndkInitGL(cameraView.context.assets)
//将SurfaceTexture上面的数据用作OpenGL纹理
surfaceTexture.attachToGLContext(glHelper.camTextureId[0])
//新的数据帧有效时的回调接口
surfaceTexture.setOnFrameAvailableListener(this)
glHelper.initFboProgram()
}
override fun onSurfaceChanged(p0: GL10?, p1: Int, p2: Int) {
ndkResizeGL(p1,p2)
glHelper.processFboTexture(p1,p2)
}
override fun onDrawFrame(p0: GL10?) {
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT or GLES30.GL_DEPTH_BUFFER_BIT)
//更新画面
surfaceTexture.updateTexImage()
val matrix = FloatArray(16)
surfaceTexture.getTransformMatrix(matrix)
val glData = glHelper.getTextureData(matrix)
//opengl渲染
ndkPaintGLWithBuffer(glData.textureId,glData.pixelBuffer!!,glHelper.textureWidth,glHelper.textureHeight,glData.faceData,eyeScale)
}
4.增加人脸识别库
这里我们使用的是FastDeploy,可以点击这个链接下载Android相关的案例代码,获取到最新的SDK
5.GLRender中加入JNI函数
我们增加如下JNI函数,其中textureId为我们要渲染的纹理,pixelBuffer为相机的像素数据,textureWidth为纹理的宽,textureHeight为纹理的高,faceData为人脸数据,eyeScale为眼睛放大的值,另外这里也使用了OpenCV,具体的引入方式可以参考这篇文章:Android NDK开发:Opencv实现人脸识别
private external fun ndkPaintGLWithBuffer(
textureId: Int,
pixelBuffer: ByteArray,
textureWidth: Int,
textureHeight: Int,
faceData: FaceDetectionResult,
eyeScale:Float
)
extern "C"
JNIEXPORT void JNICALL
Java_com_itfitness_openglcamera_render_GLRender_ndkPaintGLWithBuffer(JNIEnv *env, jobject thiz,
jint texture_id, jbyteArray pixel_buffer,
jint texture_width,
jint texture_height,jobject faceData,jfloat eyeScale) {
jbyte *dataBuffer = (jbyte *) env->GetByteArrayElements(pixel_buffer, JNI_FALSE);
cv::Mat imageSrc(texture_height, texture_width, CV_8UC4, dataBuffer);
cv::cvtColor(imageSrc,imageSrc,cv::COLOR_RGBA2BGR);
//获致obj中对象的class
jclass clazz = env->GetObjectClass(faceData);
jfieldID mInitializedFildId = env->GetFieldID(clazz,"mInitialized", "Z");
jboolean mInitialized = env->GetBooleanField(faceData,mInitializedFildId);
glm::vec2 u_LeftEyeCenterPos(0,0);// 左眼中心点
glm::vec2 u_RightEyeCenterPos(0,0);// 右眼中心点
float u_ScaleRatio = eyeScale;//放大系数
float u_Radius = 0.0;// 影响半径
glm::vec2 u_ImgSize(texture_width,texture_height);//图片分辨率
//检测成功
if(mInitialized){
// 获取java中age字段的ID(最后一个参数是age的签名)
jfieldID fieldmBoxes = env->GetFieldID(clazz, "mBoxes", "[[F");
jfieldID fieldmLandmarks = env->GetFieldID(clazz, "mLandmarks", "[[F");
// 获取age字段对应的值
jobject mBoxes = env->GetObjectField(faceData, fieldmBoxes);
jobject mLandmarks = env->GetObjectField(faceData, fieldmLandmarks);
// Cast it to a jdoublearray
jobjectArray *faceRectArr = reinterpret_cast<jobjectArray *>(&mBoxes);
jobjectArray *landmarksArr = reinterpret_cast<jobjectArray *>(&mLandmarks);
jsize faceNum = env->GetArrayLength(*faceRectArr);
for(int i = 0 ; i < faceNum ; i++){
jobject facePoints = env->GetObjectArrayElement(*faceRectArr,i);
jfloatArray *faceRect = reinterpret_cast<jfloatArray *>(&facePoints);
float* faces = env->GetFloatArrayElements(*faceRect,JNI_FALSE);
float x1 = faces[0];
float y1 = faces[1];
float x2 = faces[2];
float y2 = faces[3];
cv::rectangle(imageSrc, cv::Point(x1,y1), cv::Point(x2,y2),Scalar(0,0,255),5);
//人眼数据
for(int j = i * 5 ;j < i * 5 + 5 ; j++){
jobject landmarkPointArray = env->GetObjectArrayElement(*landmarksArr,j);
jfloatArray *landmarkPoints = reinterpret_cast<jfloatArray *>(&landmarkPointArray);
float* landmarkPoint = env->GetFloatArrayElements(*landmarkPoints,JNI_FALSE);
float p1x = landmarkPoint[0];
float p1y = landmarkPoint[1];
//这里只取了第一个人脸的眼部位置
if(j == 0){
u_LeftEyeCenterPos.x = p1x;
u_LeftEyeCenterPos.y = p1y;
} else if(j == 1){
u_RightEyeCenterPos.x = p1x;
u_RightEyeCenterPos.y = p1y;
}
// cv::circle(imageSrc,cv::Point(p1x,p1y),3,Scalar(0,0,255),3);
}
}
if(faceNum > 0){
u_Radius = (u_RightEyeCenterPos.x - u_LeftEyeCenterPos.x) / 2.0;
}
}
cv::cvtColor(imageSrc,imageSrc,cv::COLOR_BGR2RGBA);
glActiveTexture(texture_id);
glBindTexture(GL_TEXTURE_2D,texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageSrc.cols, imageSrc.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageSrc.data);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ccRender->paintGL(texture_id,u_Radius,u_ScaleRatio,u_LeftEyeCenterPos,u_RightEyeCenterPos,u_ImgSize);
}
与之前的文章OpenGL系列之十四:实现相机抖音特效中代码不同的是,在CCRender中增加了一些用于实现大眼效果的变量,如下所示
#ifndef OPENGLDEMO_CCRENDER_H
#define OPENGLDEMO_CCRENDER_H
#include "CCOpenGLShader.h"
#include "CCOpenGLVAO.h"
#include "CCOpenGLBuffer.h"
class CCRender{
public:
CCRender();
~CCRender();
glm::vec2 u_LeftEyeCenterPos;// 左眼中心点
glm::vec2 u_RightEyeCenterPos;// 右眼中心点
float u_ScaleRatio = 0.5;//放大系数
float u_Radius = 0.0;// 影响半径
glm::vec2 u_ImgSize;//图片分辨率
//旋转角度
float m_angle =0.0f;
int textureId;
//变换的值
float u_value = 0.0f;
// CCTexture ccTexture;
CCOpenGLShader ccOpenGlShader;
CCOpenGLVAO ccVAO;
CCOpenGLBuffer* ccVBO;
CCOpenGLBuffer* ccEBO;
void initGL();
void paintGL(int textureId,float radios,float scale,glm::vec2 u_LeftEyeCenterPos,glm::vec2 u_RightEyeCenterPos,glm::vec2 u_ImgSize);
void resizeGL(int width,int height);
void drawShaderAnim();
void setupRenderingObject();
void release();
};
#endif //OPENGLDEMO_CCRENDER_H
绘制的时候也要进行相应的赋值
/**
* 绘制
*/
void CCRender::paintGL(int textId,float radios,float scale,glm::vec2 LeftEyeCenterPos,glm::vec2 RightEyeCenterPos,glm::vec2 ImgSize)
{
u_LeftEyeCenterPos = LeftEyeCenterPos;
u_RightEyeCenterPos = RightEyeCenterPos;
u_ImgSize = ImgSize;
textureId = textId;
u_Radius = radios;
u_ScaleRatio = scale;
//清空颜色缓冲区或深度缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawShaderAnim();
}
/**
* Shader动画
*/
void CCRender::drawShaderAnim() {
u_value += 0.015f;
glm::mat4x4 objectMat;
glm::mat4x4 objectTransMat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1));
glm::mat4x4 objectRotMat = glm::rotate(glm::mat4(1.0f),0.0f,glm::vec3(0.0f, 0.0f, 1.0) );
glm::mat4x4 objectScaleMat = glm::scale(glm::mat4(1.0f),glm::vec3(0.6f, 0.6f, 0.0) );
glm::mat4 projMat = glm::perspective(glm::radians(60.0f), 1.0f, 0.0f, 1000.0f);
objectMat = projMat* objectRotMat * objectTransMat * objectScaleMat;
ccOpenGlShader.Bind();
ccOpenGlShader.SetUniformValue("u_mat",objectMat);
//设置变化的值
ccOpenGlShader.SetUniformValue("uValue",u_value);
ccOpenGlShader.SetUniformValue("u_ImgSize",u_ImgSize);
ccOpenGlShader.SetUniformValue("u_RightEyeCenterPos",u_RightEyeCenterPos);
ccOpenGlShader.SetUniformValue("u_LeftEyeCenterPos",u_LeftEyeCenterPos);
ccOpenGlShader.SetUniformValue("u_Radius",u_Radius);
ccOpenGlShader.SetUniformValue("u_ScaleRatio",u_ScaleRatio);
ccVAO.Bind();
glActiveTexture(GL_TEXTURE0);
//给变量utexture0设置值
glBindTexture(GL_TEXTURE_2D,textureId);
ccOpenGlShader.SetUniformValue("utexture0",0);
glDrawElements(GL_TRIANGLE_STRIP,6,GL_UNSIGNED_SHORT,(void *)0);
glBindTexture(GL_TEXTURE_2D, 0);
ccOpenGlShader.Release();
ccVAO.Release();
}
6.顶点着色器和片元着色器
这里的大眼效果,参考了这篇文章:https://blog.csdn.net/Kennethdroid/article/details/104907763
顶点着色器如下
#version 300 es
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_uv;
uniform mat4 u_mat;
out vec2 o_uv;
void main(void)
{
o_uv = a_uv;
gl_Position = u_mat * vec4(a_position,1.0);
}
这里的大眼效果主要在片元着色器中,如下
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
//高精度绘制,否则会模糊
precision highp float;
//precision mediump float;
uniform sampler2D utexture0;
uniform float uValue;
uniform vec2 iResolution;
in vec2 o_uv;
out vec4 fragColor;
uniform highp vec2 u_LeftEyeCenterPos;// 左眼中心点
uniform highp vec2 u_RightEyeCenterPos;// 右眼中心点
uniform highp float u_ScaleRatio;//放大系数
uniform highp float u_Radius;// 影响半径
uniform vec2 u_ImgSize;//图片分辨率
vec2 warpEyes(vec2 centerPos, vec2 curPos, float radius, float scaleRatio)
{
vec2 result = curPos;
vec2 imgCurPos = curPos * u_ImgSize;
float d = distance(imgCurPos, centerPos);
if (d < radius)
{
float gamma = 1.0 - scaleRatio * pow(smoothstep(0.0, 1.0, d / radius) - 1.0, 2.0);
result = centerPos + gamma * (imgCurPos - centerPos);
result = result / u_ImgSize;
}
return result;
}
void main()
{
// fragColor = texture(utexture0,o_uv);
if(u_Radius > 0.0){
vec2 newTexCoord = warpEyes(u_LeftEyeCenterPos, o_uv, u_Radius, u_ScaleRatio);
newTexCoord = warpEyes(u_RightEyeCenterPos, newTexCoord, u_Radius, u_ScaleRatio);
fragColor = texture(utexture0, newTexCoord);
}else{
fragColor = texture(utexture0,o_uv);
}
}
7.大眼控制
这里的缩放大小的控制,我是使用了seekbar进行了控制
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
<com.itfitness.openglcamera.widget.CameraView
android:id="@+id/gl_surface"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
<SeekBar
android:id="@+id/seekbar"
android:layout_marginBottom="20dp"
android:layout_alignParentBottom="true"
android:max="100"
android:layout_width="match_parent"
android:layout_height="wrap_content"/>
</RelativeLayout>
最大缩放两倍
class MainActivity : AppCompatActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
val glSurface = findViewById<CameraView>(R.id.gl_surface)
val seekbar = findViewById<SeekBar>(R.id.seekbar)
seekbar.setOnSeekBarChangeListener(object : SeekBar.OnSeekBarChangeListener{
override fun onProgressChanged(seekBar: SeekBar?, progress: Int, fromUser: Boolean) {
glSurface.setEyeScale(progress / 100.0f * 2f)
}
override fun onStartTrackingTouch(seekBar: SeekBar?) {
}
override fun onStopTrackingTouch(seekBar: SeekBar?) {
}
})
}
}
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