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、痛不欲生時就只有使用GLSurfaceView了,它能夠真正做到讓Camera的數據和顯示分離,所以搞明白了這個,像Camera只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,所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,由於是OpenGL小白,真是看的不知所雲。俺滴要求不高,只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,后來翻出去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用來預覽數據,在上面又鋪了一層GLSurfaceView繪制一些信息。無奈自己摸索,整出來的是能拍照也能得到數據,但是界面上不是一塊白板就是一塊黑板啥都不顯示。后來在stackoverflow終於找到了一個可用的鏈接,,蒼天啊,終於柳暗花明了!參考此鏈接,自己又改改摸索了一天才徹底搞定。之所以費這么多時間是不明白OpenGL ES2.0的繪制基本流程,跟簡單的OpenGL的繪制還是稍有區別。下面上源碼:
一、CameraGLSurfaceView.java 此類繼承GLSurfaceView,並實現了兩個接口
1 package org.yanzi.camera.preview; 2 3 import javax.microedition.khronos.egl.EGLConfig; 4 import javax.microedition.khronos.opengles.GL10; 5 6 import org.yanzi.camera.CameraInterface; 7 8 import android.content.Context; 9 import android.graphics.SurfaceTexture; 10 import android.opengl.GLES11Ext; 11 import android.opengl.GLES20; 12 import android.opengl.GLSurfaceView; 13 import android.opengl.GLSurfaceView.Renderer; 14 import android.util.AttributeSet; 15 import android.util.Log; 16 17 public class CameraGLSurfaceView extends GLSurfaceView implements Renderer, SurfaceTexture.OnFrameAvailableListener { 18 private static final String TAG = "yanzi"; 19 Context mContext; 20 SurfaceTexture mSurface; 21 int mTextureID = -1; 22 DirectDrawer mDirectDrawer; 23 public CameraGLSurfaceView(Context context, AttributeSet attrs) { 24 super(context, attrs); 25 // TODO Auto-generated constructor stub 26 mContext = context; 27 setEGLContextClientVersion(2); 28 setRenderer(this); 29 setRenderMode(RENDERMODE_WHEN_DIRTY); 30 } 31 @Override 32 public void onSurfaceCreated(GL10 gl, EGLConfig config) { 33 // TODO Auto-generated method stub 34 Log.i(TAG, "onSurfaceCreated..."); 35 mTextureID = createTextureID(); 36 mSurface = new SurfaceTexture(mTextureID); 37 mSurface.setOnFrameAvailableListener(this); 38 mDirectDrawer = new DirectDrawer(mTextureID); 39 CameraInterface.getInstance().doOpenCamera(null); 40 41 } 42 @Override 43 public void onSurfaceChanged(GL10 gl, int width, int height) { 44 // TODO Auto-generated method stub 45 Log.i(TAG, "onSurfaceChanged..."); 46 GLES20.glViewport(0, 0, width, height); 47 if(!CameraInterface.getInstance().isPreviewing()){ 48 CameraInterface.getInstance().doStartPreview(mSurface, 1.33f); 49 } 50 51 52 } 53 @Override 54 public void onDrawFrame(GL10 gl) { 55 // TODO Auto-generated method stub 56 Log.i(TAG, "onDrawFrame..."); 57 GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); 58 GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); 59 mSurface.updateTexImage(); 60 float[] mtx = new float[16]; 61 mSurface.getTransformMatrix(mtx); 62 mDirectDrawer.draw(mtx); 63 } 64 65 @Override 66 public void onPause() { 67 // TODO Auto-generated method stub 68 super.onPause(); 69 CameraInterface.getInstance().doStopCamera(); 70 } 71 private int createTextureID() 72 { 73 int[] texture = new int[1]; 74 75 GLES20.glGenTextures(1, texture, 0); 76 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]); 77 GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 78 GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR); 79 GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 80 GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); 81 GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 82 GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); 83 GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 84 GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); 85 86 return texture[0]; 87 } 88 public SurfaceTexture _getSurfaceTexture(){ 89 return mSurface; 90 } 91 @Override 92 public void onFrameAvailable(SurfaceTexture surfaceTexture) { 93 // TODO Auto-generated method stub 94 Log.i(TAG, "onFrameAvailable..."); 95 this.requestRender(); 96 } 97 98 }
關於這個類進行簡單說明:
1、Renderer這個接口里有三個回調: onSurfaceCreated() onSurfaceChanged() onDrawFrame(),在onSurfaceCreated里設置了GLSurfaceView的版本: setEGLContextClientVersion(2); 如果沒這個設置是啥都畫不出來了,因為Android支持OpenGL ES1.1和2.0及最新的3.0,而且版本間差別很大。不告訴他版本他不知道用哪個版本的api渲染。在設置setRenderer(this);后,再設置它的模式為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,如果設置成RENDERMODE_WHEN_DIRTY,就是當有數據時才rendered或者主動調用了GLSurfaceView的requestRender.默認是連續模式,很顯然Camera適合臟模式,一秒30幀,當有數據來時再渲染。
2、正因是RENDERMODE_WHEN_DIRTY所以就要告訴GLSurfaceView什么時候Render,也就是啥時候進到onDrawFrame()這個函數里。SurfaceTexture.OnFrameAvailableListener這個接口就干了這么一件事,當有數據上來后會進到
public void onFrameAvailable(SurfaceTexture surfaceTexture) { // TODO Auto-generated method stub Log.i(TAG, "onFrameAvailable..."); this.requestRender(); }
這里,然后執行requestRender()。
3、網上有一些OpenGL ES的示例是在Activity里實現了SurfaceTexture.OnFrameAvailableListener此接口,其實這個無所謂。無論是被誰實現,關鍵看在回調里干了什么事。
4、與TextureView里對比可知,TextureView預覽時因為實現了SurfaceTextureListener會自動創建SurfaceTexture。但在GLSurfaceView里則要手動創建同時綁定一個紋理ID。
5、本文在onSurfaceCreated()里打開Camera,在onSurfaceChanged()里開啟預覽,默認1.33的比例。原因是相比前兩種預覽,此處SurfaceTexture創建需要一定時間。如果想要開預覽時由Activity發起,則要GLSurfaceView利用Handler將創建的SurfaceTexture傳遞給Activity。
二、DirectDrawer.java 此類非常關鍵,負責將SurfaceTexture內容繪制到屏幕上
1 package org.yanzi.camera.preview; 2 3 import java.nio.ByteBuffer; 4 import java.nio.ByteOrder; 5 import java.nio.FloatBuffer; 6 import java.nio.ShortBuffer; 7 8 import android.opengl.GLES11Ext; 9 import android.opengl.GLES20; 10 import android.opengl.Matrix; 11 12 public class DirectDrawer { 13 private final String vertexShaderCode = 14 "attribute vec4 vPosition;" + 15 "attribute vec2 inputTextureCoordinate;" + 16 "varying vec2 textureCoordinate;" + 17 "void main()" + 18 "{"+ 19 "gl_Position = vPosition;"+ 20 "textureCoordinate = inputTextureCoordinate;" + 21 "}"; 22 23 private final String fragmentShaderCode = 24 "#extension GL_OES_EGL_image_external : require\n"+ 25 "precision mediump float;" + 26 "varying vec2 textureCoordinate;\n" + 27 "uniform samplerExternalOES s_texture;\n" + 28 "void main() {" + 29 " gl_FragColor = texture2D( s_texture, textureCoordinate );\n" + 30 "}"; 31 32 private FloatBuffer vertexBuffer, textureVerticesBuffer; 33 private ShortBuffer drawListBuffer; 34 private final int mProgram; 35 private int mPositionHandle; 36 private int mTextureCoordHandle; 37 38 private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices 39 40 // number of coordinates per vertex in this array 41 private static final int COORDS_PER_VERTEX = 2; 42 43 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex 44 45 static float squareCoords[] = { 46 -1.0f, 1.0f, 47 -1.0f, -1.0f, 48 1.0f, -1.0f, 49 1.0f, 1.0f, 50 }; 51 52 static float textureVertices[] = { 53 0.0f, 1.0f, 54 1.0f, 1.0f, 55 1.0f, 0.0f, 56 0.0f, 0.0f, 57 }; 58 59 private int texture; 60 61 public DirectDrawer(int texture) 62 { 63 this.texture = texture; 64 // initialize vertex byte buffer for shape coordinates 65 ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4); 66 bb.order(ByteOrder.nativeOrder()); 67 vertexBuffer = bb.asFloatBuffer(); 68 vertexBuffer.put(squareCoords); 69 vertexBuffer.position(0); 70 71 // initialize byte buffer for the draw list 72 ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2); 73 dlb.order(ByteOrder.nativeOrder()); 74 drawListBuffer = dlb.asShortBuffer(); 75 drawListBuffer.put(drawOrder); 76 drawListBuffer.position(0); 77 78 ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4); 79 bb2.order(ByteOrder.nativeOrder()); 80 textureVerticesBuffer = bb2.asFloatBuffer(); 81 textureVerticesBuffer.put(textureVertices); 82 textureVerticesBuffer.position(0); 83 84 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); 85 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 86 87 mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program 88 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program 89 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program 90 GLES20.glLinkProgram(mProgram); // creates OpenGL ES program executables 91 } 92 93 public void draw(float[] mtx) 94 { 95 GLES20.glUseProgram(mProgram); 96 97 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); 98 GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture); 99 100 // get handle to vertex shader's vPosition member 101 mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); 102 103 // Enable a handle to the triangle vertices 104 GLES20.glEnableVertexAttribArray(mPositionHandle); 105 106 // Prepare the <insert shape here> coordinate data 107 GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); 108 109 mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate"); 110 GLES20.glEnableVertexAttribArray(mTextureCoordHandle); 111 112 // textureVerticesBuffer.clear(); 113 // textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx )); 114 // textureVerticesBuffer.position(0); 115 GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer); 116 117 GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); 118 119 // Disable vertex array 120 GLES20.glDisableVertexAttribArray(mPositionHandle); 121 GLES20.glDisableVertexAttribArray(mTextureCoordHandle); 122 } 123 124 private int loadShader(int type, String shaderCode){ 125 126 // create a vertex shader type (GLES20.GL_VERTEX_SHADER) 127 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) 128 int shader = GLES20.glCreateShader(type); 129 130 // add the source code to the shader and compile it 131 GLES20.glShaderSource(shader, shaderCode); 132 GLES20.glCompileShader(shader); 133 134 return shader; 135 } 136 private float[] transformTextureCoordinates( float[] coords, float[] matrix) 137 { 138 float[] result = new float[ coords.length ]; 139 float[] vt = new float[4]; 140 141 for ( int i = 0 ; i < coords.length ; i += 2 ) { 142 float[] v = { coords[i], coords[i+1], 0 , 1 }; 143 Matrix.multiplyMV(vt, 0, matrix, 0, v, 0); 144 result[i] = vt[0]; 145 result[i+1] = vt[1]; 146 } 147 return result; 148 } 149 }
三、有了上面兩個類就完成95%的工作,可以將GLSurfaceView看成是有生命周期的。在onPause里進行關閉Camera,在Activity里復寫兩個方法:
@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。在布局里寫入自定義的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里只負責UI部分,CameraGLSurfaceView負責開Camera、預覽,並調用DirectDrawer里的draw()進行繪制。其他代碼就不上了。
注意事項:
1、在onDrawFrame()里,如果不調用mDirectDrawer.draw(mtx);是啥都顯示不出來的!!!這是GLSurfaceView的特別之處。為啥呢?因為GLSurfaceView不是Android親生的,而Surfaceview和TextureView是。所以得自己按照OpenGL ES的流程畫。
2、究竟mDirectDrawer.draw(mtx)里在哪獲取的Buffer目前雜家還么看太明白,貌似么有請求buffer,而是根據GLSurfaceView里創建的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、參考鏈接里有,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,只不過在draw()方法里么有使用。原因是使用之后,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
然后將此矩陣傳遞給draw(),在draw的時候對textureVerticesBuffer作一個變化,然后再畫。
下圖是未加這個矩陣變換效果時:
下圖為使用了變換矩陣,划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,就是設置了個矩陣,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
版本號:PlayCamera_V3.0.0[2014-6-22].zip
CSDN下載鏈接: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