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Android自定义camera2相机系列(四)Opengles

Android自定义camera2相机系列(四)Opengles

作者: _明川 | 来源:发表于2019-04-02 14:23 被阅读0次

    前面的博客,进行了部分的GLSL的语法学习,这一篇文章主要讲述了本人在开发 Camera2 + GLSurfaceView + GLSL 的开发过程的记录。如有错误还望指正。

    此文章部分内容都基于 Android 自定义camera2 相机 (二)中的 camera2 相机打开 设置预览 绑定 等操作,如果有不懂 可以回到第二篇相关系列 文章中进行部分知识api 的学习。

    Github 地址

    Github 主要类地址

    我们先看效果图,我这里只是在片元着色器中对R通道的 黑色进行了判断。当然如果有需求是 黑白图 则可以通过 1-R,1-G,1-B 来获得黑白图。切记GLSL中颜色的范围是 0-1 ,而Rgb中 范围则是 0-255.

    在这里插入图片描述

    1. 布局添加

    <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
        xmlns:tools="http://schemas.android.com/tools"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        android:background="@android:color/black"
        tools:context="cn.tongue.tonguecamera.ui.CameraActivity">
        <FrameLayout
            android:id="@+id/frame_layout"
            android:layout_width="match_parent"
            android:layout_height="wrap_content">
        </FrameLayout>
        <RelativeLayout
            android:id="@+id/homecamera_bottom_relative"
            android:layout_width="match_parent"
            android:layout_height="wrap_content"
            android:background="#00ffffff"
            android:layout_alignParentBottom="true">
            <ImageView
                android:id="@+id/iv_back"
                android:layout_width="40dp"
                android:layout_height="30dp"
                android:scaleType="centerInside"
                android:layout_marginBottom="20dp"
                android:layout_marginStart="20dp"
                android:layout_centerVertical="true"
                android:background="@drawable/icon_back" />
            <ImageView
                android:id="@+id/img_camera"
                android:layout_width="80dp"
                android:layout_height="80dp"
                android:scaleType="centerInside"
                android:layout_marginBottom="20dp"
                android:layout_centerInParent="true"
                android:background="@drawable/camera" />
        </RelativeLayout>
        <LinearLayout
            android:id="@+id/home_custom_top_relative"
            android:layout_width="match_parent"
            android:layout_height="50dp"
            android:gravity="center_vertical"
            android:orientation="horizontal"
            android:visibility="gone"
            android:background="#00ffffff"
            android:layout_alignParentTop="true"
            >
            <ImageView
                android:id="@+id/camera_flash"
                android:layout_width="0dp"
                android:layout_height="wrap_content"
                android:layout_weight="1"
                android:padding="10dp"
                android:src="@drawable/icon_camera_off" />
            <View
                android:layout_width="0dp"
                android:layout_height="wrap_content"
                android:layout_weight="5"/>
            <ImageView
                android:id="@+id/camera_switch"
                android:layout_width="0dp"
                android:layout_height="wrap_content"
                android:layout_weight="1"
                android:padding="10dp"
                android:src="@drawable/btn_camera_turn_n" />
        </LinearLayout>
    </RelativeLayout>
    
    

    在布局中 我们只添加了 一个Fragment ,我们需要通过动态添加的方式 将 GLSurfaceview 添加到主界面中。

    2. 获取屏幕尺寸

    通过 setUpCameraOutputs方法,设置 相机的配置属性,并返回相机的size,以便达到我们的全屏照相机需求。

    /**
         * 设置与摄像头相关的成员变量。
         * @param width  摄像机预览的可用大小宽度
         * @param height 相机预览的可用尺寸高度
         */
        @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
        public Size setUpCameraOutputs(int width, int height) {
            mFile = new File(mActivity.getExternalFilesDir(null), "pic.png");
            CameraManager manager = (CameraManager) mActivity.getSystemService(Context.CAMERA_SERVICE);
            try {
                for (String cameraId : manager.getCameraIdList()) {
                    CameraCharacteristics characteristics = manager.getCameraCharacteristics(cameraId);
                    // 不使用前置摄像头
                    Integer facing = characteristics.get(CameraCharacteristics.LENS_FACING);
                    if (facing != null && facing == CameraCharacteristics.LENS_FACING_FRONT) {
                        continue;
                    }
                    StreamConfigurationMap map = characteristics.get(
                            CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP);
                    if (map == null) {
                        continue;
                    }
                    // 静态图像捕获,选择最大可用大小。
                    Size largest = Collections.max(
                            Arrays.asList(map.getOutputSizes(ImageFormat.JPEG)),
                            new CompareSizesByArea());
                    mImageReader = ImageReader.newInstance(largest.getWidth(),
                            largest.getHeight(), ImageFormat.JPEG, 2);
                    mImageReader.setOnImageAvailableListener(
                            mOnImageAvailableListener, mBackgroundHandler);
                    //了解我们是否需要交换尺寸以获得相对于传感器的预览尺寸
                    int displayRotation = mActivity.getWindowManager().getDefaultDisplay().getRotation();
                    mSensorOrientation = characteristics.get(CameraCharacteristics.SENSOR_ORIENTATION);
                    boolean swappedDimensions = false;
                    switch (displayRotation) {
                        case Surface.ROTATION_0:
                        case Surface.ROTATION_180:
                            if (mSensorOrientation == 90 || mSensorOrientation == 270) {
                                swappedDimensions = true;
                            }
                            break;
                        case Surface.ROTATION_90:
                        case Surface.ROTATION_270:
                            if (mSensorOrientation == 0 || mSensorOrientation == 180) {
                                swappedDimensions = true;
                            }
                            break;
                        default:
                            Log.e(TAG, "Display rotation is invalid: " + displayRotation);
                    }
                    Point displaySize = new Point();
                    mActivity.getWindowManager().getDefaultDisplay().getSize(displaySize);
                    int rotatedPreviewWidth = width;
                    int rotatedPreviewHeight = height;
                    int maxPreviewWidth = displaySize.x;
                    int maxPreviewHeight = displaySize.y;
                    if (swappedDimensions) {
                        rotatedPreviewWidth = height;
                        rotatedPreviewHeight = width;
                        maxPreviewWidth = displaySize.y;
                        maxPreviewHeight = displaySize.x;
                    }
                    if (maxPreviewWidth > MAX_PREVIEW_WIDTH) {
                        maxPreviewWidth = MAX_PREVIEW_WIDTH;
                    }
                    if (maxPreviewHeight > MAX_PREVIEW_HEIGHT) {
                        maxPreviewHeight = MAX_PREVIEW_HEIGHT;
                    }
                    mPreviewSize = chooseOptimalSize(map.getOutputSizes(SurfaceTexture.class),
                            rotatedPreviewWidth, rotatedPreviewHeight, maxPreviewWidth,
                            maxPreviewHeight, largest);
    
                    // 将TextureView的宽高比与我们选择的预览大小相匹配。
                    int orientation = mActivity.getResources().getConfiguration().orientation;
                    // 检查 远光灯
                    Boolean available = characteristics.get(CameraCharacteristics.FLASH_INFO_AVAILABLE);
                    mFlashSupported = available == null ? false : available;
                    mCameraId = cameraId;
                }
            } catch (CameraAccessException e) {
                e.printStackTrace();
            } catch (NullPointerException ignored) {
            }
            return mPreviewSize;
        }
    

    通过 返回的 size,我们设置 CameraV2GLSurfaceView 布局的宽高。

    
    public class CameraV2GLSurfaceView extends GLSurfaceView {
        public static boolean shouldTakePic = false;
    
        public void init(CameraV2 camera, boolean isPreviewStarted, Context context) {
            setEGLContextClientVersion(2);
            CameraV2Renderer mCameraV2Renderer = new CameraV2Renderer();
            mCameraV2Renderer.init(this, camera, isPreviewStarted, context);
            setRenderer(mCameraV2Renderer);
            setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
        }
    
        public CameraV2GLSurfaceView(Context context) {
            super(context);
        }
    }
    

    继承GLSurfaceView 后,我们就需要 设置 Renderer 。当然这里的 cameraV2是拍照的集成工具类。我们在Renderer的onSurfaceCreated方法中创建一个OES纹理。

        /**
         * GLSurfaceView 创建
         *
         * @param gl GL10
         * @param config EGLConfig
         */
        @Override
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            // 创建纹理 返回 纹理ID
            mOESTextureId = Utils.createOESTextureObject();
            // 配置滤镜 加载 定点 和 片元 着色器
            FilterEngine mFilterEngine = new FilterEngine(mOESTextureId, mContext);
            mDataBuffer = mFilterEngine.getBuffer();
            mShaderProgram = mFilterEngine.getShaderProgram();
            glGenFramebuffers(1, mFBOIds, 0);
            glBindFramebuffer(GL_FRAMEBUFFER, mFBOIds[0]);
            // 获取顶点 和 片元 着色器中变量内容
            uColorType = glGetUniformLocation(mShaderProgram, FilterEngine.COLOR_TYPE);
            hChangeColor = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColor");
            hChangeColor2 = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColorB");
            hChangeColor3 = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColorC");
            hArraySize = GLES20.glGetUniformLocation(mShaderProgram, "vArraysSize");
        }
    

    之后根据OES纹理Id创建SurfaceTexture,用来接收Camera2的预览数据

    @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
        private boolean initSurfaceTexture() {
            if (mCamera == null || mCameraV2GLSurfaceView == null) {
                Log.i(TAG, "mCamera or mGLSurfaceView is null!");
                return false;
            }
            // 根据 oesId 创建 SurfaceTexture
            mSurfaceTexture = new SurfaceTexture(mOESTextureId);
            mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
                @Override
                public void onFrameAvailable(SurfaceTexture surfaceTexture) {
                    // 每获取到一帧数据时请求OpenGL ES进行渲染
                    mCameraV2GLSurfaceView.requestRender();
                }
            });
            //讲此SurfaceTexture作为相机预览输出 (相互绑定)
            mCamera.setPreviewTexture(mSurfaceTexture);
            mCamera.createCameraPreviewSession();
            return true;
        }
    

    最后初始化OpenGL ES环境,包括 shader编写 和 编译,链接到program。(由于这里内容比较多,在文章末尾我会附上本人 github demo 地址)

    /**
     * 滤镜 工具
     * 参考url : [https://blog.csdn.net/lb377463323/article/details/78054892]
     * @date 2019年2月12日 14:10:07
     * @author ymc
     */
    
    public class FilterEngine {
        @SuppressLint("StaticFieldLeak")
        private static FilterEngine filterEngine = null;
        private Context mContext;
        /**
         * 存放顶点的Color数组
         */
        private FloatBuffer mBuffer;
        private int mOESTextureId = -1;
        private int vertexShader = -1;
        private int fragmentShader = -1;
        private int mShaderProgram = -1;
        private int aPositionLocation = -1;
        private int aTextureCoordLocation = -1;
        private int uTextureMatrixLocation = -1;
        private int uTextureSamplerLocation = -1;
        /**
         * 每行前两个值为顶点坐标,后两个为纹理坐标
         */
        private static final float[] VERTEX_DATA = {
                1f, 1f, 1f, 1f,
                -1f, 1f, 0f, 1f,
                -1f, -1f, 0f, 0f,
                1f, 1f, 1f, 1f,
                -1f, -1f, 0f, 0f,
                1f, -1f, 1f, 0f
        };
        public static final String POSITION_ATTRIBUTE = "aPosition";
        public static final String TEXTURE_COORD_ATTRIBUTE = "aTextureCoordinate";
        public static final String TEXTURE_MATRIX_UNIFORM = "uTextureMatrix";
        public static final String TEXTURE_SAMPLER_UNIFORM = "uTextureSampler";
        public static final String COLOR_TYPE = "vColorType";
    
        /**
         * 构造方法
         * @param oestextureid oes id
         * @param context 上下文
         */
        public FilterEngine(int oestextureid, Context context) {
            mContext = context;
            mOESTextureId = oestextureid;
            mBuffer = createBuffer(VERTEX_DATA);
            /**
             * 预览相机的着色器,顶点着色器不变,需要修改片元着色器,不再用sampler2D采样,
             * 需要使用samplerExternalOES 纹理采样器,并且要在头部增加使用扩展纹理的声明
             * #extension GL_OES_EGL_image_external : require。
             */
            fragmentShader = loadShader(GL_FRAGMENT_SHADER, Utils.readShaderFromResource(mContext, R.raw.base_fragment_shader));
            vertexShader = loadShader(GL_VERTEX_SHADER, Utils.readShaderFromResource(mContext, R.raw.base_vertex_shader));
            mShaderProgram = linkProgram(vertexShader, fragmentShader);
        }
    
        /**
         * 创建 FloatBuffer 数组 (防止内存回收)
         * @param vertexData float 数组
         * @return FloatBuffer
         */
        private FloatBuffer createBuffer(float[] vertexData) {
            FloatBuffer buffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer();
            buffer.put(vertexData, 0, vertexData.length).position(0);
            return buffer;
        }
    
        /**
         * 加载着色器
         * GL_VERTEX_SHADER 代表生成顶点着色器
         * GL_FRAGMENT_SHADER 代表生成片段着色器
         * @param type 类型
         * @param shaderSource shader string
         * @return shader
         */
        private int loadShader(int type, String shaderSource) {
            int shader = glCreateShader(type);
            if (shader == 0) {
                throw new RuntimeException("Create Shader Failed!" + glGetError());
            }
            glShaderSource(shader, shaderSource);
            glCompileShader(shader);
            return shader;
        }
    
        /**
         * 将两个Shader链接至program中
         * @param verShader verShader
         * @param fragShader fragShader
         * @return program
         */
        private int linkProgram(int verShader, int fragShader) {
            int program = glCreateProgram();
            if (program == 0) {
                throw new RuntimeException("Create Program Failed!" + glGetError());
            }
            //附着顶点和片段着色器
            glAttachShader(program, verShader);
            glAttachShader(program, fragShader);
            // 绑定 program
            glLinkProgram(program);
            //告诉OpenGL ES使用此program
            glUseProgram(program);
            return program;
        }
    
        public void drawTexture(float[] transformMatrix) {
            aPositionLocation = glGetAttribLocation(mShaderProgram, FilterEngine.POSITION_ATTRIBUTE);
            aTextureCoordLocation = glGetAttribLocation(mShaderProgram, FilterEngine.TEXTURE_COORD_ATTRIBUTE);
            uTextureMatrixLocation = glGetUniformLocation(mShaderProgram, FilterEngine.TEXTURE_MATRIX_UNIFORM);
            uTextureSamplerLocation = glGetUniformLocation(mShaderProgram, FilterEngine.TEXTURE_SAMPLER_UNIFORM);
    
            glActiveTexture(GLES20.GL_TEXTURE0);
            glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mOESTextureId);
            glUniform1i(uTextureSamplerLocation, 0);
            glUniformMatrix4fv(uTextureMatrixLocation, 1, false, transformMatrix, 0);
    
            if (mBuffer != null) {
                mBuffer.position(0);
                glEnableVertexAttribArray(aPositionLocation);
                glVertexAttribPointer(aPositionLocation, 2, GL_FLOAT, false, 16, mBuffer);
    
                mBuffer.position(2);
                glEnableVertexAttribArray(aTextureCoordLocation);
                glVertexAttribPointer(aTextureCoordLocation, 2, GL_FLOAT, false, 16, mBuffer);
    
                glDrawArrays(GL_TRIANGLES, 0, 6);
            }
        }
        ... 
        set
        ....
        get
        ...
       
    }
    

    上述工具类中 加载了shader 并且将 shader 绑定到 program中,接下来我们设置 顶单着色器

    attribute vec4 aPosition;
    uniform mat4 uTextureMatrix;
    attribute vec4 aTextureCoordinate;
    varying vec2 vTextureCoord;
    void main()
    {
      vTextureCoord = (uTextureMatrix * aTextureCoordinate).xy;
      gl_Position = aPosition;
    }
    

    设置 片元着色器 glsl 代码,下边我会写多种滤镜效果

    #extension GL_OES_EGL_image_external : require
    uniform samplerExternalOES uTextureSampler;
    precision mediump float;
    uniform int vColorType;
    varying vec2 vTextureCoord;
    uniform int vArraysSize;
    uniform vec3 vChangeColor;
    uniform vec3 vChangeColorB;
    uniform vec3 vChangeColorC;
    
    float debugFloatA;
    float debugFloatB;
    
    void main()
    {
        // 本人 demo 调试效果 将R 通道的 黑色设置为 白色
        vec4 vCameraColor = texture2D(uTextureSampler, vTextureCoord);
        gl_FragColor = vec4(vCameraColor.r, vCameraColor.g, vCameraColor.b, 1.0);
        for(int i = 0;i<vArraysSize;++i){
            debugFloatA =  vCameraColor.r * 255.0 - 1.0 ;
            debugFloatB = vCameraColor.r * 255.0 + 1.0 ;
            if( debugFloatA <= vChangeColor[i] ){
                if(  vChangeColor[i] <= debugFloatB ){
                    gl_FragColor = vec4(1.0-vCameraColor.r,  1.0-vCameraColor.g,1.0- vCameraColor.b, 1.0);
                }
            }
        }
    
        // 第二种 黑白滤镜效果
        vec4 vCameraColor = texture2D(uTextureSampler, vTextureCoord);
        gl_FragColor = vec4(1.0-vCameraColor.r,  1.0-vCameraColor.g,1.0- vCameraColor.b, 1.0);
    
    }
    

    打开相机

        /**
         * 打开相机
         *
         * @return boolean
         */
        @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
        public boolean openCamera() {
            CameraManager cameraManager = (CameraManager) mActivity.getSystemService(Context.CAMERA_SERVICE);
            try {
                if (ActivityCompat.checkSelfPermission(mActivity, Manifest.permission.CAMERA) != PackageManager.PERMISSION_GRANTED) {
                    return false;
                }
                cameraManager.openCamera(mCameraId, mStateCallback, mBackgroundHandler);
                if (!mCameraOpenCloseLock.tryAcquire(2500, TimeUnit.MILLISECONDS)) {
                    throw new RuntimeException("Time out waiting to lock camera opening.");
                }
            } catch (CameraAccessException | InterruptedException e) {
                e.printStackTrace();
                return false;
            }
            return true;
        }
    

    相机状态改变回调

        /**
         * CameraDevice 改变状态时候 调用
         */
        private CameraDevice.StateCallback mStateCallback = new CameraDevice.StateCallback() {
            @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
            @Override
            public void onOpened(@NonNull CameraDevice camera) {
                mCameraDevice = camera;
                //打开相机时会调用此方法。 我们在这里开始相机预览。
                mCameraOpenCloseLock.release();
    //            createCameraPreviewSession();
            }
            @Override
            public void onDisconnected(@NonNull CameraDevice camera) {
                mCameraOpenCloseLock.release();
                camera.close();
                mCameraDevice = null;
            }
            @Override
            public void onError(@NonNull CameraDevice camera, int error) {
                mCameraOpenCloseLock.release();
                camera.close();
                mCameraDevice = null;
                mActivity.finish();
            }
        };
    

    拍照 静态锁定

        /**
         * 拍摄静止图片。 当我们得到响应时,应该调用此方法
         */
        @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
        private void captureStillPicture() {
            try {
                if (null == mActivity || null == mCameraDevice) {
                    return;
                }
                final CaptureRequest.Builder captureBuilder =
                        mCameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_STILL_CAPTURE);
                captureBuilder.addTarget(mImageReader.getSurface());
    
                // 使用与预览相同的AE和AF模式。
                captureBuilder.set(CaptureRequest.CONTROL_AF_MODE,
                        CaptureRequest.CONTROL_AF_MODE_CONTINUOUS_PICTURE);
                // 查看使用支持 flash
                if (mFlashSupported) {
                    captureBuilder.set(CaptureRequest.CONTROL_AE_MODE,
                            CaptureRequest.CONTROL_AE_MODE_ON_AUTO_FLASH);
                }
                int rotation = mActivity.getWindowManager().getDefaultDisplay().getRotation();
                captureBuilder.set(CaptureRequest.JPEG_ORIENTATION, getOrientation(rotation));
    
                CameraCaptureSession.CaptureCallback capturecallback
                        = new CameraCaptureSession.CaptureCallback() {
    
                    @Override
                    public void onCaptureCompleted(@NonNull CameraCaptureSession session,
                                                   @NonNull CaptureRequest request,
                                                   @NonNull TotalCaptureResult result) {
                        Log.e(TAG, "--------------------:" + mFile.toString());
                        unlockFocus();
                    }
                };
                mCaptureSession.stopRepeating();
                mCaptureSession.abortCaptures();
                mCaptureSession.capture(captureBuilder.build(), capturecallback, mBackgroundHandler);
            } catch (CameraAccessException e) {
                e.printStackTrace();
                Log.e(TAG, "capture err: " + e.getMessage());
            }
        }
    
        /**
         * 解锁焦点 在静止图像捕获序列时调用此方法
         */
        @RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
        private void unlockFocus() {
            try {
                mPreviewRequestBuilder.set(CaptureRequest.CONTROL_AF_TRIGGER,
                        CameraMetadata.CONTROL_AF_TRIGGER_CANCEL);
                if (mFlashSupported) {
                    mPreviewRequestBuilder.set(CaptureRequest.CONTROL_AE_MODE,
                            CaptureRequest.CONTROL_AE_MODE_ON_AUTO_FLASH);
                }
                mCaptureSession.capture(mPreviewRequestBuilder.build(), mCaptureCallback,
                        mBackgroundHandler);
                // 相机转为正常状态
                mState = STATE_PREVIEW;
                mCaptureSession.setRepeatingRequest(mPreviewRequest, mCaptureCallback,
                        mBackgroundHandler);
            } catch (CameraAccessException e) {
                e.printStackTrace();
            }
        }
    

    然后OpenGL ES将此OES纹理数据绘制到屏幕上,我们就可以预览到 通过 片元着色器修改过后的预览效果,但是这里注意如果 这里只是预览的效果改变,但是 拍照后得到的图片还是 原图,本人这里暂时用的方法是 截图的方式,就是获取预览
    流中的 数据后 循环所有像素,重绘保存为图片即可。
    在 Rander 中 的 onDrawFrame() 方法中 ,

            /**
             * 根据标识 是否截图
             * 参考url: [http://hounychang.github.io/2015/05/13/%E5%AF%B9GLSurfaceView%E6%88%AA%E5%9B%BE/]
             */
            if (CameraV2GLSurfaceView.shouldTakePic) {
                CameraV2GLSurfaceView.shouldTakePic = false;
    //            bindfbo();
                int w = surfaceWidth;
                int h = surfaceHeight;
                int b[] = new int[w * h];
                int bt[] = new int[w * h];
                IntBuffer buffer = IntBuffer.wrap(b);
                buffer.position(0);
                GLES20.glReadPixels(0, 0, w, h, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
                for (int i = 0; i < h; i++) {
                    for (int j = 0; j < w; j++) {
                        int pix = b[i * w + j];
                        int pb = (pix >> 16) & 0xff;
                        int pr = (pix << 16) & 0x00ff0000;
                        int pix1 = (pix & 0xff00ff00) | pr | pb;
                        bt[(h - i - 1) * w + j] = pix1;
                    }
                }
                Bitmap inBitmap;
                inBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
                //为了图像能小一点,使用了RGB_565而不是ARGB_8888
                inBitmap.copyPixelsFromBuffer(buffer);
                inBitmap = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
                ByteArrayOutputStream bos = new ByteArrayOutputStream();
                inBitmap.compress(Bitmap.CompressFormat.PNG, 90, bos);
                byte[] bitmapData = bos.toByteArray();
                ByteArrayInputStream fis = new ByteArrayInputStream(bitmapData);
                File mFile = new File(mContext.getExternalFilesDir(null), "pic1.png");
                try {
                    FileOutputStream fos = new FileOutputStream(mFile);
                    byte[] buf = new byte[1024];
                    int len;
                    while ((len = fis.read(buf)) > 0) {
                        fos.write(buf, 0, len);
                    }
                    fis.close();
                    fos.close();
    
                } catch (IOException e) {
                    e.printStackTrace();
                } finally {
                    //旋转角度
    //                int rotate = BitmapRotating.readPictureDegree(mFile.getPath());
    //                BitmapRotating.rotaingImageView(rotate,inBitmap);
                    inBitmap.recycle();
    //                unbindfbo();
                }
            }
            long t2 = System.currentTimeMillis();
            long t = t2 - t1;
            Log.i(TAG, "onDrawFrame: time: " + t);
    

    到这里上个月的 简单的 项目demo 讲解已经基本完毕。如有错误 还望读者指出,本人小白,不断学习中....

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