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摄像头预览之输出到纹理(一)

摄像头预览之输出到纹理(一)

作者: fry_ss | 来源:发表于2017-06-12 10:06 被阅读313次

摄像头预览

摄像头预览有3种方式:

setPreviewDisplay(holder)
setPreviewTexture(surfaceTexture)
自定义

第一种会给摄像头绑定一个视窗(最终的型态是一个Surface,Egl会对转换成Native的Window与之对应),摄像头采集完数据,再绘制到视窗上,这都是操作系统自发处理的。
第二种是输出到纹理,这个纹理可以做一些处理,加上其他一些OpenGL的操作,最终输出到视窗上。
第三种,也可以使用自定义的方式通过PreviewCallback拿到Frame数据,装换到2D纹理,再输出到视窗。
后两者是可以进行自定义的OpenGL渲染的,比如特效,滤镜等。下一篇(二)中会比较两者的优劣,本文主要阐述一下输出到纹理的流程。

本文使用GLSurfaceView,它自动维护了Android OpenGL的Context,我们只需要在其Renderer的onDrawFrame里设置好我们的渲染逻辑,其他的都交给GLSurfaceView的Render线程处理就行。唯一需要注意的是摄像头采集的数据和屏幕一般会差90度,在绘制的时候设置的纹理坐标需要处理一下。

Camera采集

public class GLCameraActivity extends AppCompatActivity {

    private Camera mCamera;
    MyGLSurfaceView surfaceView;

    @Override
    protected void onCreate(@Nullable Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        surfaceView = new MyGLSurfaceView(this);
        CameraRenderer renderer = new CameraRenderer();
        surfaceView.setRenderer(renderer);
        //脏模式,数据需要刷新的时候进行绘制
        surfaceView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
        renderer.setOnSurfaceListener(new CameraRenderer.OnSurfaceListener() {
            @Override
            public void onSurfaceCreate(SurfaceTexture surfaceTexture) {
                openCamera(surfaceTexture);
            }

            @Override
            public void onFrameAvailable() {
                surfaceView.requestRender();
            }
        });
        setContentView(surfaceView);
    }

    private void openCamera(SurfaceTexture surfaceTexture) {
        close();
        mCamera = Camera.open(0);
        try {
            mCamera.autoFocus(new Camera.AutoFocusCallback() {
                @Override
                public void onAutoFocus(boolean success, Camera camera) {

                }
            });
            mCamera.setPreviewTexture(surfaceTexture);
            Camera.Parameters parameters = mCamera.getParameters();
            if (parameters != null) {
                //对焦,"auto"只对焦一次,某些机型可能不支持这种持续对焦的方式
                //http://blog.csdn.net/huweigoodboy/article/details/51378751
                parameters.setFocusMode(Camera.Parameters.FOCUS_MODE_CONTINUOUS_VIDEO);
                parameters.setPreviewSize(1280, 720);
                mCamera.setParameters(parameters);
            }
            //这个模式下,不生效,可以通过设置纹理坐标进行变换
//            mCamera.setDisplayOrientation(90);
            mCamera.startPreview();
        } catch (IOException e) {
            e.printStackTrace();
        }
    }

    private void close() {
        if (mCamera != null) {
            mCamera.release();
            mCamera = null;
        }
    }

    @Override
    protected void onResume() {
        super.onResume();
        surfaceView.onResume();
    }

    @Override
    protected void onPause() {
        super.onPause();
        surfaceView.onPause();
        close();
    }

    class MyGLSurfaceView extends GLSurfaceView {

        public MyGLSurfaceView(Context context) {
            super(context);
            setEGLContextClientVersion(2);
        }
    }
}

自定义Renderer

public class CameraRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {

    int[] tex = new int[1];
    SurfaceTexture surfaceTexture;
    CameraTexture triangle;

    @Override
    public void onFrameAvailable(SurfaceTexture surfaceTexture) {
        if (mOnSurfaceListener != null) {
            mOnSurfaceListener.onFrameAvailable();
        }
    }

    public interface OnSurfaceListener {
        void onSurfaceCreate(SurfaceTexture surfaceTexture);
        void onFrameAvailable();
    }

    private OnSurfaceListener mOnSurfaceListener;

    public void setOnSurfaceListener(OnSurfaceListener onSurfaceListener) {
        this.mOnSurfaceListener = onSurfaceListener;
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        GLES20.glGenTextures(1, tex, 0);
        surfaceTexture = new SurfaceTexture(tex[0]);
        if (mOnSurfaceListener != null) {
            mOnSurfaceListener.onSurfaceCreate(surfaceTexture);
        }
        surfaceTexture.setOnFrameAvailableListener(this);
        triangle = new CameraTexture();
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
    }

    @Override
    public void onDrawFrame(GL10 gl) {
        surfaceTexture.updateTexImage();
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        triangle.draw(tex[0]);
    }
}

定义OpenGL Shader

public class CameraTexture {

    private static final String TAG = CameraTexture.class.getSimpleName();

    private final String vsCode =
            "attribute vec4 vPosition;" +
            "attribute vec2 vCoord;" +
            "varying vec2 vTexCoord;" +
            "void main() {" +
            "   gl_Position = vPosition;" +
            "   vTexCoord = vCoord;" +
            "}";
    private final String fsCode =
            "#extension GL_OES_EGL_image_external : require\n" +
            "uniform samplerExternalOES sTexture;" +
            "varying vec2 vTexCoord;" +
            "void main() {" +
            "   gl_FragColor = texture2D(sTexture, vTexCoord);" +
            "}";

    static float vs[] = {
             1.0f, -1.0f, 1.0f, 0.0f,
             1.0f,  1.0f, 0.0f, 0.0f,
            -1.0f,  1.0f, 0.0f, 1.0f,
            -1.0f,  1.0f, 0.0f, 1.0f,
            -1.0f, -1.0f, 1.0f, 1.0f,
             1.0f, -1.0f, 1.0f, 0.0f,
    };

    int program;
    int vsShader;
    int fgShader;
    FloatBuffer vertexBuffer;

    public CameraTexture() {
        program = GLES20.glCreateProgram();
        vsShader = loadShader(GLES20.GL_VERTEX_SHADER, vsCode);
        fgShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fsCode);

        GLES20.glAttachShader(program, vsShader);
        GLES20.glAttachShader(program, fgShader);

        GLES20.glLinkProgram(program);

        int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
        if (linkStatus[0] != GLES20.GL_TRUE) {
            Log.e(TAG, GLES20.glGetProgramInfoLog(program));
        }

        ByteBuffer bb = ByteBuffer.allocateDirect(vs.length * 4);
        bb.order(ByteOrder.nativeOrder());

        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(vs);
        vertexBuffer.position(0);

        GLES20.glBindAttribLocation(program, 0, "vPosition");
    }

    public int loadShader(int type, String shaderCode) {
        int shader = GLES20.glCreateShader(type);
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        int[] compileStatus = new int[1];
        GLES20.glGetProgramiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
        if (compileStatus[0] != GLES20.GL_TRUE) {
            Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
        }
        return shader;
    }

    public void draw(int texId) {

        GLES20.glUseProgram(program);

        vertexBuffer.position(0);
        GLES20.glEnableVertexAttribArray(0);
        GLES20.glVertexAttribPointer(0, 2, GLES20.GL_FLOAT, false, 4 * 4, vertexBuffer);

        vertexBuffer.position(2);
        GLES20.glEnableVertexAttribArray(1);
        GLES20.glVertexAttribPointer(1, 2, GLES20.GL_FLOAT, false, 4 * 4, vertexBuffer);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texId);
        GLES20.glTexParameterf(
                GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
                GLES20.GL_TEXTURE_MIN_FILTER,
                GLES20.GL_LINEAR);
        GLES20.glTexParameterf(
                GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
                GLES20.GL_TEXTURE_MAG_FILTER,
                GLES20.GL_LINEAR);
        GLES20.glTexParameteri(
                GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
                GLES20.GL_TEXTURE_WRAP_S,
                GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(
                GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
                GLES20.GL_TEXTURE_WRAP_T,
                GLES20.GL_CLAMP_TO_EDGE);

        int sTextureLocation = GLES20.glGetUniformLocation(program, "sTexture");
        GLES20.glUniform1i(sTextureLocation, 0);

        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6);

        GLES20.glDisableVertexAttribArray(0);
        GLES20.glDisableVertexAttribArray(1);

    }
}

Done!

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