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:

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。
-----------------------------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