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玩轉Android Camera開發(三):國内首發---使用GLSurfaceView預覽Camera 基礎拍照demo

GLSurfaceView是OpenGL中的一個類,也是可以預覽Camera的,而且在預覽Camera上有其獨到之處。獨到之處在哪?當使用Surfaceview無能為力、痛不欲生時就隻有使用GLSurfaceView了,它能夠真正做到讓Camera的資料和顯示分離,是以搞明白了這個,像Camera隻開預覽不顯示這都是小菜,妥妥的。Android4.0的自帶Camera源碼是用SurfaceView預覽的,但到了4.2就換成了GLSurfaceView來預覽。如今到了4.4又用了自家的TextureView,是以從中可以窺探出新增TextureView的用意。

雖說Android4.2的Camera源碼是用GLSurfaceView預覽的,但是進行了大量的封裝又封裝的,由于是OpenGL小白,真是看的不知所雲。俺滴要求不高,隻想弄個可拍照的摸清GLSurfaceView在預覽Camera上的使用流程。經過一番百度一無所獲,後來翻出去Google一大圈也沒發現可用的。倒是很多人都在用GLSurfaceView和Surfaceview同時預覽Camera,Surfaceview用來預覽資料,在上面又鋪了一層GLSurfaceView繪制一些資訊。無奈自己摸索,整出來的是能拍照也能得到資料,但是界面上不是一塊白闆就是一塊黑闆啥都不顯示。後來在stackoverflow終于找到了一個可用的連結,哈哈,蒼天啊,終于柳暗花明了!參考此連結,自己又改改摸索了一天才徹底搞定。之是以費這麼多時間是不明白OpenGL ES2.0的繪制基本流程,跟簡單的OpenGL的繪制還是稍有差別。下面上源碼:

一、CameraGLSurfaceView.java 此類繼承GLSurfaceView,并實作了兩個接口

package org.yanzi.camera.preview;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import org.yanzi.camera.CameraInterface;

import android.content.Context;
import android.graphics.SurfaceTexture;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.util.AttributeSet;
import android.util.Log;

public class CameraGLSurfaceView extends GLSurfaceView implements Renderer, SurfaceTexture.OnFrameAvailableListener {
	private static final String TAG = "yanzi";
	Context mContext;
	SurfaceTexture mSurface;
	int mTextureID = -1;
	DirectDrawer mDirectDrawer;
	public CameraGLSurfaceView(Context context, AttributeSet attrs) {
		super(context, attrs);
		// TODO Auto-generated constructor stub
		mContext = context;
		setEGLContextClientVersion(2);
		setRenderer(this);
		setRenderMode(RENDERMODE_WHEN_DIRTY);
	}
	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) {
		// TODO Auto-generated method stub
		Log.i(TAG, "onSurfaceCreated...");
		mTextureID = createTextureID();
		mSurface = new SurfaceTexture(mTextureID);
		mSurface.setOnFrameAvailableListener(this);
		mDirectDrawer = new DirectDrawer(mTextureID);
		CameraInterface.getInstance().doOpenCamera(null);

	}
	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		// TODO Auto-generated method stub
		Log.i(TAG, "onSurfaceChanged...");
		GLES20.glViewport(0, 0, width, height);
		if(!CameraInterface.getInstance().isPreviewing()){
			CameraInterface.getInstance().doStartPreview(mSurface, 1.33f);
		}
	

	}
	@Override
	public void onDrawFrame(GL10 gl) {
		// TODO Auto-generated method stub
		Log.i(TAG, "onDrawFrame...");
		GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
		GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
		mSurface.updateTexImage();
		float[] mtx = new float[16];
		mSurface.getTransformMatrix(mtx);
		mDirectDrawer.draw(mtx);
	}
	
	@Override
	public void onPause() {
		// TODO Auto-generated method stub
		super.onPause();
		CameraInterface.getInstance().doStopCamera();
	}
	private int createTextureID()
	{
		int[] texture = new int[1];

		GLES20.glGenTextures(1, texture, 0);
		GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
				GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);        
		GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
				GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
				GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
		GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
				GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

		return texture[0];
	}
	public SurfaceTexture _getSurfaceTexture(){
		return mSurface;
	}
	@Override
	public void onFrameAvailable(SurfaceTexture surfaceTexture) {
		// TODO Auto-generated method stub
		Log.i(TAG, "onFrameAvailable...");
		this.requestRender();
	}

}

           

關于這個類進行簡單說明:

1、Renderer這個接口裡有三個回調: onSurfaceCreated() onSurfaceChanged() onDrawFrame(),在onSurfaceCreated裡設定了GLSurfaceView的版本: setEGLContextClientVersion(2); 如果沒這個設定是啥都畫不出來了,因為Android支援OpenGL ES1.1和2.0及最新的3.0,而且版本間差别很大。不告訴他版本他不知道用哪個版本的api渲染。在設定setRenderer(this);後,再設定它的模式為RENDERMODE_WHEN_DIRTY。這個也很關鍵,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模式就會一直Render,如果設定成RENDERMODE_WHEN_DIRTY,就是當有資料時才rendered或者主動調用了GLSurfaceView的requestRender.預設是連續模式,很顯然Camera适合髒模式,一秒30幀,當有資料來時再渲染。

2、正因是RENDERMODE_WHEN_DIRTY是以就要告訴GLSurfaceView什麼時候Render,也就是啥時候進到onDrawFrame()這個函數裡。SurfaceTexture.OnFrameAvailableListener這個接口就幹了這麼一件事,當有資料上來後會進到

public void onFrameAvailable(SurfaceTexture surfaceTexture) {

// TODO Auto-generated method stub

Log.i(TAG, "onFrameAvailable...");

this.requestRender();

}

這裡,然後執行requestRender()。

3、網上有一些OpenGL ES的示例是在Activity裡實作了SurfaceTexture.OnFrameAvailableListener此接口,其實這個無所謂。無論是被誰實作,關鍵看在回調裡幹了什麼事。

4、與TextureView裡對比可知,TextureView預覽時因為實作了SurfaceTextureListener會自動建立SurfaceTexture。但在GLSurfaceView裡則要手動建立同時綁定一個紋理ID。

5、本文在onSurfaceCreated()裡打開Camera,在onSurfaceChanged()裡開啟預覽,預設1.33的比例。原因是相比前兩種預覽,此處SurfaceTexture建立需要一定時間。如果想要開預覽時由Activity發起,則要GLSurfaceView利用Handler将建立的SurfaceTexture傳遞給Activity。

二、DirectDrawer.java 此類非常關鍵,負責将SurfaceTexture内容繪制到螢幕上

package org.yanzi.camera.preview;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.Matrix;

public class DirectDrawer {
	private final String vertexShaderCode =
            "attribute vec4 vPosition;" +
            "attribute vec2 inputTextureCoordinate;" +
            "varying vec2 textureCoordinate;" +
            "void main()" +
            "{"+
                "gl_Position = vPosition;"+
                "textureCoordinate = inputTextureCoordinate;" +
            "}";

    private final String fragmentShaderCode =
            "#extension GL_OES_EGL_image_external : require\n"+
            "precision mediump float;" +
            "varying vec2 textureCoordinate;\n" +
            "uniform samplerExternalOES s_texture;\n" +
            "void main() {" +
            "  gl_FragColor = texture2D( s_texture, textureCoordinate );\n" +
            "}";

    private FloatBuffer vertexBuffer, textureVerticesBuffer;
    private ShortBuffer drawListBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mTextureCoordHandle;

    private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices

    // number of coordinates per vertex in this array
    private static final int COORDS_PER_VERTEX = 2;

    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

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

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

    private int texture;

    public DirectDrawer(int texture)
    {
        this.texture = texture;
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(squareCoords);
        vertexBuffer.position(0);

        // initialize byte buffer for the draw list
        ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
        dlb.order(ByteOrder.nativeOrder());
        drawListBuffer = dlb.asShortBuffer();
        drawListBuffer.put(drawOrder);
        drawListBuffer.position(0);

        ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
        bb2.order(ByteOrder.nativeOrder());
        textureVerticesBuffer = bb2.asFloatBuffer();
        textureVerticesBuffer.put(textureVertices);
        textureVerticesBuffer.position(0);

        int vertexShader    = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
        int fragmentShader  = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);                  // creates OpenGL ES program executables
    }

    public void draw(float[] mtx)
    {
        GLES20.glUseProgram(mProgram);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Prepare the <insert shape here> coordinate data
        GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

        mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
        GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
        
//        textureVerticesBuffer.clear();
//        textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));
//        textureVerticesBuffer.position(0);
        GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);

        GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
        GLES20.glDisableVertexAttribArray(mTextureCoordHandle);
    }
    
    private  int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }
    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;
    }
}

           

三、有了上面兩個類就完成95%的工作,可以将GLSurfaceView看成是有生命周期的。在onPause裡進行關閉Camera,在Activity裡複寫兩個方法:

@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();
	}
           

這個glSurfaceView.bringToFront();其實不寫也中。在布局裡寫入自定義的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裡隻負責UI部分,CameraGLSurfaceView負責開Camera、預覽,并調用DirectDrawer裡的draw()進行繪制。其他代碼就不上了。

注意事項:

1、在onDrawFrame()裡,如果不調用mDirectDrawer.draw(mtx);是啥都顯示不出來的!!!這是GLSurfaceView的特别之處。為啥呢?因為GLSurfaceView不是Android親生的,而Surfaceview和TextureView是。是以得自己按照OpenGL ES的流程畫。

2、究竟mDirectDrawer.draw(mtx)裡在哪擷取的Buffer目前雜家還麼看太明白,貌似麼有請求buffer,而是根據GLSurfaceView裡建立的SurfaceTexture之前,生成的有個紋理ID。這個紋理ID一方面跟SurfaceTexture是綁定在一起的,另一方面跟DirectDrawer綁定,而SurfaceTexture作渲染載體。

3、參考連結裡有,有人為了解決問題,給出了下面三段代碼:

@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);
           

我已經把代碼都融入到了此demo,隻不過在draw()方法裡麼有使用。原因是使用之後,得到的預覽畫面反而是變形的,而不用的話是ok的。上面的代碼是得到SurfaceTexture的變換矩陣:mSurface.getTransformMatrix

然後将此矩陣傳遞給draw(),在draw的時候對textureVerticesBuffer作一個變化,然後再畫。

下圖是未加這個矩陣變換效果時:

玩轉Android Camera開發(三):國内首發---使用GLSurfaceView預覽Camera 基礎拍照demo

下圖為使用了變換矩陣,劃片扭曲的還真說不上來咋扭曲的,但足以說明OpenGL ES在渲染效果上的強大,就是設定了個矩陣,不用一幀幀處理,就能得到不一樣顯示效果。

玩轉Android Camera開發(三):國内首發---使用GLSurfaceView預覽Camera 基礎拍照demo

-----------------------------本文系原創,轉載請注明作者yanzi1225627

版本号:PlayCamera_V3.0.0[2014-6-22].zip

CSDN下載下傳連結:http://download.csdn.net/detail/yanzi1225627/7547263

百度雲盤:

附個OpenGL ES簡明教程:http://www.apkbus.com/android-20427-1-1.html

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