刚学习了OpenGL的纹理相关知识,终于可以接着写Android音视频系列了。
本篇博客会介绍使用OpenGL ES 3.0相关知识预览Camera,并且提供Camera和Camera2两个版本实现。
整体流程
- 在 GLSurfaceView.Render 中创建一个纹理,再使用该纹理创建一个 SurfaceTexture。
- 将该SurfaceTexture 作为相机预览输出
- 使用Camera时直接将该SurfaceTexture传给相机。
- 使用Camera2时使用该SurfaceTexture创建一个 Surface 传给相机。
- 使用 GLSurfaceView.Render 将该纹理渲染到 GLSurfaceView 窗口上。
- 使用 GLSurfaceTexture 的 setOnFrameAvailableListener 方法给 SurfaceTexture 添加一个数据帧数据可用的监听器,在监听器中调用 GLSurfaceView 的 requestRender 方法渲染该帧数据,这样相机每次输出一帧数据就可以渲染一次,就可以在GLSurfaceView窗口中看到相机的预览数据了。
着色器
顶点着色器
#version 300 es
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec4 aTextureCoord;
//纹理矩阵
uniform mat4 uTextureMatrix;
out vec2 yuvTexCoords;
void main() {
gl_Position = vPosition;
gl_PointSize = 10.0;
//只保留x和y分量
yuvTexCoords = (uTextureMatrix * aTextureCoord).xy;
}
片段着色器
#version 300 es
//OpenGL ES3.0外部纹理扩展
#extension GL_OES_EGL_image_external_essl3 : require
precision mediump float;
uniform samplerExternalOES yuvTexSampler;
in vec2 yuvTexCoords;
out vec4 vFragColor;
void main() {
vFragColor = texture(yuvTexSampler, yuvTexCoords);
}
纹理的类型需要使用 samplerExternalOES ,而不是之前渲染图片的 sampler2D。
我们知道Android相机输出的原始数据一般都为YUV数据,而在OpenGL中使用的绝大部分纹理ID都是RGBA的格式,所以原始数据都是无法直接用OpenGL ES来渲染的。所以我们添加了一个扩展#extension GL_OES_EGL_image_external_essl3 : require
,其中定义了一个纹理的扩展类型GL_TEXTURE_EXTERNAL_OES
。后面绑定纹理时需要绑定到GL_TEXTURE_EXTERNAL_OES
上,而不是类型GL_TEXTURE_2D上。
/**
* 加载外部纹理
* @return
*/
public int loadTexture() {
int[] tex = new int[1];
//创建一个纹理
GLES30.glGenTextures(1, tex, 0);
//绑定到外部纹理上
GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex[0]);
//设置纹理过滤参数
GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
//解除纹理绑定
GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
return tex[0];
}
Camera
初始化
public CameraSurfaceRenderer(GLSurfaceView glSurfaceView) {
//前置摄像头
this.mCameraId = Camera.CameraInfo.CAMERA_FACING_FRONT;
//传入的SurfaceView
this.mGLSurfaceView = glSurfaceView;
// 打开Camera
mCamera = Camera.open(mCameraId);
// 设置预览角度
setCameraDisplayOrientation(mCameraId, mCamera);
......
}
onSurfaceCreated
//设置背景颜色
GLES30.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
//编译
final int vertexShaderId = RenderUtil.compileShader(GLES30.GL_VERTEX_SHADER,ResReadUtils.readResource(R.raw.vertex_camera_shader));
final int fragmentShaderId = RenderUtil.compileShader(GLES30.GL_FRAGMENT_SHADER,ResReadUtils.readResource(R.raw.fragment_camera_shader));
//链接程序片段
mProgram = RenderUtil.linkProgram(vertexShaderId, fragmentShaderId);
uTextureMatrixLocation = GLES30.glGetUniformLocation(mProgram, "uTextureMatrix");
//获取Shader中定义的变量在program中的位置
uTextureSamplerLocation = GLES30.glGetUniformLocation(mProgram, "yuvTexSampler");
//加载纹理
textureId = loadTexture();
//加载SurfaceTexture
loadSurfaceTexture(textureId);
其实前面部分和加载图片没有什么区别,最后两行,对应上面流程中的1、2步。创建纹理,绑定外部纹理,然后根据纹理ID创建SurfaceTexture作为相机预览输出。
public boolean loadSurfaceTexture(int textureId) {
//根据纹理ID创建SurfaceTexture
mSurfaceTexture = new SurfaceTexture(textureId);
mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
// 渲染帧数据
mGLSurfaceView.requestRender();
}
});
//SurfaceTexture作为相机预览输出
try {
mCamera.setPreviewTexture(mSurfaceTexture);
} catch (IOException e) {
e.printStackTrace();
return false;
}
//开启相机预览
mCamera.startPreview();
return true;
}
绘制
@Override
public void onDrawFrame(GL10 gl) {
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
//使用程序片段
GLES30.glUseProgram(mProgram);
//更新纹理图像
mSurfaceTexture.updateTexImage();
mSurfaceTexture.getTransformMatrix(transformMatrix);
//激活纹理单元0
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
//绑定外部纹理到纹理单元0
GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
//将此纹理单元床位片段着色器的uTextureSampler外部纹理采样器
GLES30.glUniform1i(uTextureSamplerLocation, 0);
//将纹理矩阵传给片段着色器
GLES30.glUniformMatrix4fv(uTextureMatrixLocation, 1, false, transformMatrix, 0);
GLES30.glEnableVertexAttribArray(0);
GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, vertexBuffer);
GLES30.glEnableVertexAttribArray(1);
GLES30.glVertexAttribPointer(1, 2, GLES30.GL_FLOAT, false, 0, mTexVertexBuffer);
// 绘制
GLES20.glDrawElements(GLES20.GL_TRIANGLES, VERTEX_INDEX.length, GLES20.GL_UNSIGNED_SHORT, mVertexIndexBuffer);
}
Activity显示
private void setupViews() {
//实例化一个GLSurfaceView
mGLSurfaceView = new GLSurfaceView(this);
mGLSurfaceView.setEGLContextClientVersion(3);
mGLSurfaceView.setRenderer(new CameraSurfaceRenderer(mGLSurfaceView));
setContentView(mGLSurfaceView);
}
Camera2
使用Camera2在OpenGL方面其实是一样的,并没有什么改动。所以只需要看一下Camera2的调用就好。
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.e("Renderer", "onSurfaceCreated");
//加载纹理
textureId = loadTexture();
//创建SurfaceTexture,放到前面是为了防止Camera打开后获取SurfaceTexture为空
mSurfaceTexture = new SurfaceTexture(textureId);
//设置背景颜色
GLES30.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
//编译
final int vertexShaderId = RenderUtil.compileShader(GLES30.GL_VERTEX_SHADER, ResReadUtils.readResource(R.raw.vertex_camera_shader));
final int fragmentShaderId = RenderUtil.compileShader(GLES30.GL_FRAGMENT_SHADER, ResReadUtils.readResource(R.raw.fragment_camera_shader));
//链接程序片段
mProgram = RenderUtil.linkProgram(vertexShaderId, fragmentShaderId);
uTextureMatrixLocation = GLES30.glGetUniformLocation(mProgram, "uTextureMatrix");
//获取Shader中定义的变量在program中的位置
uTextureSamplerLocation = GLES30.glGetUniformLocation(mProgram, "yuvTexSampler");
}
// 提供方法获取SurfaceTexture
public SurfaceTexture getSurfaceTexture() {
return mSurfaceTexture;
}
初始化
private void initCamera() {
cameraManager = (CameraManager) MyApplication.getApplication().getSystemService(Context.CAMERA_SERVICE);
//获取指定相机的输出尺寸列表
outputSizes = getCameraOutputSizes(cameraId, SurfaceTexture.class);
photoSize = outputSizes.get(1);
}
打开摄像头
@SuppressLint("MissingPermission")
private void openCamera() {
try {
cameraManager.openCamera(String.valueOf(cameraId), cameraStateCallback, null);
} catch (CameraAccessException e) {
e.printStackTrace();
Log.e(TAG, "openCamera fail");
}
}
CameraDevice.StateCallback cameraStateCallback = new CameraDevice.StateCallback() {
@Override
public void onOpened(CameraDevice camera) {
//从Renderer中获取SurfaceTexture
surfaceTexture = camera2SurfaceRenderer.getSurfaceTexture();
if (surfaceTexture == null) {
return;
}
surfaceTexture.setDefaultBufferSize(photoSize.getWidth(), photoSize.getHeight());
surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(final SurfaceTexture surfaceTexture) {
mGLSurfaceView.requestRender();
}
});
// 根据SurfaceTexture创建Surface,作为预览数据的Target
surface = new Surface(surfaceTexture);
try {
cameraDevice = camera;
previewRequestBuilder = cameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
previewRequestBuilder.addTarget(surface);
previewRequest = previewRequestBuilder.build();
cameraDevice.createCaptureSession(Arrays.asList(surface), sessionsStateCallback, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
@Override
public void onDisconnected(CameraDevice camera) {
}
@Override
public void onError(CameraDevice camera, int error) {
Log.e(TAG, "Open onError");
}
};
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