GLSurfaceView是OpenGL中的一个类,也是可以预览Camera的,而且在预览Camera上有其独到之处。独到之处在哪?当使用Surfaceview无能为力、痛不欲生时就只有使用GLSurfaceView了,它能够真正做到让Camera的数据和显示分离,所以搞明白了这个,像Camera只开预览不显示这都是小菜,妥妥的。Android4.0的自带Camera源码是用SurfaceView预览的,但到了4.2就换成了GLSurfaceView来预览。如今到了4.4又用了自家的TextureView,所以从中可以窥探出新增TextureView的用意。
虽说Android4.2的Camera源码是用GLSurfaceView预览的,但是进行了大量的封装又封装的,由于是OpenGL小白,真是看的不知所云。俺滴要求不高,只想弄个可拍照的摸清GLSurfaceView在预览Camera上的使用流程。经过一番百度一无所获,后来翻出去Google一大圈也没发现可用的。倒是很多人都在用GLSurfaceView和Surfaceview同时预览Camera,Surfaceview用来预览数据,在上面又铺了一层GLSurfaceView绘制一些信息。无奈自己摸索,整出来的是能拍照也能得到数据,但是界面上不是一块白板就是一块黑板啥都不显示。后来在stackoverflow终于找到了一个可用的链接,哈哈,苍天啊,终于柳暗花明了!参考此链接,自己又改改摸索了一天才彻底搞定。之所以费这么多时间是不明白OpenGL ES2.0的绘制基本流程,跟简单的OpenGL的绘制还是稍有区别。下面上源码:
一、CameraGLSurfaceView.java 此类继承GLSurfaceView,并实现了两个接口
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- <span style="color: black;"><span style=<span class="string" style="color: red;">“font-family:Comic Sans MS;font-size:18px;”</span>><span class="keyword" style="font-weight: bold; color: blue;">package</span> org.yanzi.camera.preview; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> javax.microedition.khronos.egl.EGLConfig; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> javax.microedition.khronos.opengles.GL10; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> org.yanzi.camera.CameraInterface; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.content.Context; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.graphics.SurfaceTexture; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLES11Ext; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLES20; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLSurfaceView; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLSurfaceView.Renderer; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.util.AttributeSet; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.util.Log; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">class</span> CameraGLSurfaceView <span class="keyword" style="font-weight: bold; color: blue;">extends</span> GLSurfaceView <span class="keyword" style="font-weight: bold; color: blue;">implements</span> Renderer, SurfaceTexture.OnFrameAvailableListener { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">static</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> String TAG = <span class="string" style="color: red;">“yanzi”</span>; </span>
- <span style="color: black;"> Context mContext; </span>
- <span style="color: black;"> SurfaceTexture mSurface; </span>
- <span style="color: black;"> DirectDrawer mDirectDrawer; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> CameraGLSurfaceView(Context context, AttributeSet attrs) { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">super</span>(context, attrs); </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated constructor stub</span> </span>
- <span style="color: black;"> mContext = context; </span>
- <span style="color: black;"> setEGLContextClientVersion(<span class="number" style="color: #c00000;">2</span>); </span>
- <span style="color: black;"> setRenderer(<span class="keyword" style="font-weight: bold; color: blue;">this</span>); </span>
- <span style="color: black;"> setRenderMode(RENDERMODE_WHEN_DIRTY); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onSurfaceCreated(GL10 gl, EGLConfig config) { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> Log.i(TAG, <span class="string" style="color: red;">“onSurfaceCreated…”</span>); </span>
- <span style="color: black;"> mTextureID = createTextureID(); </span>
- <span style="color: black;"> mSurface = <span class="keyword" style="font-weight: bold; color: blue;">new</span> SurfaceTexture(mTextureID); </span>
- <span style="color: black;"> mSurface.setOnFrameAvailableListener(<span class="keyword" style="font-weight: bold; color: blue;">this</span>); </span>
- <span style="color: black;"> mDirectDrawer = <span class="keyword" style="font-weight: bold; color: blue;">new</span> DirectDrawer(mTextureID); </span>
- <span style="color: black;"> CameraInterface.getInstance().doOpenCamera(<span class="keyword" style="font-weight: bold; color: blue;">null</span>); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onSurfaceChanged(GL10 gl, <span class="keyword" style="font-weight: bold; color: blue;">int</span> width, <span class="keyword" style="font-weight: bold; color: blue;">int</span> height) { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> Log.i(TAG, <span class="string" style="color: red;">“onSurfaceChanged…”</span>); </span>
- <span style="color: black;"> GLES20.glViewport(<span class="number" style="color: #c00000;"></span>, <span class="number" style="color: #c00000;"></span>, width, height); </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">if</span>(!CameraInterface.getInstance().isPreviewing()){ </span>
- <span style="color: black;"> CameraInterface.getInstance().doStartPreview(mSurface, <span class="number" style="color: #c00000;">1</span>.33f); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onDrawFrame(GL10 gl) { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> Log.i(TAG, <span class="string" style="color: red;">“onDrawFrame…”</span>); </span>
- <span style="color: black;"> GLES20.glClearColor(<span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;">1</span>.0f); </span>
- <span style="color: black;"> GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); </span>
- <span style="color: black;"> mSurface.updateTexImage(); </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] mtx = <span class="keyword" style="font-weight: bold; color: blue;">new</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[<span class="number" style="color: #c00000;">16</span>]; </span>
- <span style="color: black;"> mSurface.getTransformMatrix(mtx); </span>
- <span style="color: black;"> mDirectDrawer.draw(mtx); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onPause() { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">super</span>.onPause(); </span>
- <span style="color: black;"> CameraInterface.getInstance().doStopCamera(); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> createTextureID() </span>
- <span style="color: black;"> { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">int</span>[] texture = <span class="keyword" style="font-weight: bold; color: blue;">new</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span>[<span class="number" style="color: #c00000;">1</span>]; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> GLES20.glGenTextures(<span class="number" style="color: #c00000;">1</span>, texture, <span class="number" style="color: #c00000;"></span>); </span>
- <span style="color: black;"> GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[<span class="number" style="color: #c00000;"></span>]); </span>
- <span style="color: black;"> GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, </span>
- <span style="color: black;"> GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR); </span>
- <span style="color: black;"> GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, </span>
- <span style="color: black;"> GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); </span>
- <span style="color: black;"> GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, </span>
- <span style="color: black;"> GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); </span>
- <span style="color: black;"> GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, </span>
- <span style="color: black;"> GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">return</span> texture[<span class="number" style="color: #c00000;"></span>]; </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> SurfaceTexture _getSurfaceTexture(){ </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">return</span> mSurface; </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onFrameAvailable(SurfaceTexture surfaceTexture) { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> Log.i(TAG, <span class="string" style="color: red;">“onFrameAvailable…”</span>); </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">this</span>.requestRender(); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;">} </span>
- <span style="color: black;"></span> </span>
关于这个类进行简单说明:
1、Renderer这个接口里有三个回调: onSurfaceCreated() onSurfaceChanged() onDrawFrame(),在onSurfaceCreated里设置了GLSurfaceView的版本: setEGLContextClientVersion(2); 如果没这个设置是啥都画不出来了,因为Android支持OpenGL ES1.1和2.0及最新的3.0,而且版本间差别很大。不告诉他版本他不知道用哪个版本的api渲染。在设置setRenderer(this);后,再设置它的模式为RENDERMODE_WHEN_DIRTY。这个也很关键,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](eclipse-javadoc:%E2%98%82=PlayCamera_V3.0.0/D:%5C/ProgramFile%5C/adt-bundle-windows-x86-20130522%5C/sdk%5C/platforms%5C/android-19%5C/android.jar%3Candroid.opengl(GLSurfaceView.class%E2%98%83GLSurfaceView~setRenderMode~I%E2%98%82%E2%98%82requestRender) 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模式就会一直Render,如果设置成RENDERMODE_WHEN_DIRTY,就是当有数据时才rendered或者主动调用了GLSurfaceView的requestRender.默认是连续模式,很显然Camera适合脏模式,一秒30帧,当有数据来时再渲染。
2、正因是RENDERMODE_WHEN_DIRTY所以就要告诉GLSurfaceView什么时候Render,也就是啥时候进到onDrawFrame()这个函数里。SurfaceTexture.OnFrameAvailableListener这个接口就干了这么一件事,当有数据上来后会进到
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
// TODO Auto-generated method stub
Log.i(TAG, “onFrameAvailable…”);
this.requestRender();
}
这里,然后执行requestRender()。
3、网上有一些OpenGL ES的示例是在Activity里实现了SurfaceTexture.OnFrameAvailableListener此接口,其实这个无所谓。无论是被谁实现,关键看在回调里干了什么事。
4、与TextureView里对比可知,TextureView预览时因为实现了SurfaceTextureListener会自动创建SurfaceTexture。但在GLSurfaceView里则要手动创建同时绑定一个纹理ID。
5、本文在onSurfaceCreated()里打开Camera,在onSurfaceChanged()里开启预览,默认1.33的比例。原因是相比前两种预览,此处SurfaceTexture创建需要一定时间。如果想要开预览时由Activity发起,则要GLSurfaceView利用Handler将创建的SurfaceTexture传递给Activity。
二、DirectDrawer.java 此类非常关键,负责将SurfaceTexture内容绘制到屏幕上
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- <span style="color: black;"><span style=<span class="string" style="color: red;">“font-family:Comic Sans MS;font-size:18px;”</span>><span class="keyword" style="font-weight: bold; color: blue;">package</span> org.yanzi.camera.preview; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> java.nio.ByteBuffer; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> java.nio.ByteOrder; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> java.nio.FloatBuffer; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> java.nio.ShortBuffer; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLES11Ext; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.GLES20; </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">import</span> android.opengl.Matrix; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">class</span> DirectDrawer { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> String vertexShaderCode = </span>
- <span style="color: black;"> <span class="string" style="color: red;">“attribute vec4 vPosition;”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“attribute vec2 inputTextureCoordinate;”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“varying vec2 textureCoordinate;”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“void main()”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“{“</span>+ </span>
- <span style="color: black;"> <span class="string" style="color: red;">“gl_Position = vPosition;”</span>+ </span>
- <span style="color: black;"> <span class="string" style="color: red;">“textureCoordinate = inputTextureCoordinate;”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“}”</span>; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> String fragmentShaderCode = </span>
- <span style="color: black;"> <span class="string" style="color: red;">“#extension GL_OES_EGL_image_external : require\n”</span>+ </span>
- <span style="color: black;"> <span class="string" style="color: red;">“precision mediump float;”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“varying vec2 textureCoordinate;\n”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“uniform samplerExternalOES s_texture;\n”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“void main() {“</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">” gl_FragColor = texture2D( s_texture, textureCoordinate );\n”</span> + </span>
- <span style="color: black;"> <span class="string" style="color: red;">“}”</span>; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> FloatBuffer vertexBuffer, textureVerticesBuffer; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> ShortBuffer drawListBuffer; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> mProgram; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> mPositionHandle; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> mTextureCoordHandle; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">short</span> drawOrder[] = { <span class="number" style="color: #c00000;"></span>, <span class="number" style="color: #c00000;">1</span>, <span class="number" style="color: #c00000;">2</span>, <span class="number" style="color: #c00000;"></span>, <span class="number" style="color: #c00000;">2</span>, <span class="number" style="color: #c00000;">3</span> }; <span class="comment" style="color: #008200;">// order to draw vertices</span> </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// number of coordinates per vertex in this array</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">static</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> COORDS_PER_VERTEX = <span class="number" style="color: #c00000;">2</span>; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">final</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> vertexStride = COORDS_PER_VERTEX * <span class="number" style="color: #c00000;">4</span>; <span class="comment" style="color: #008200;">// 4 bytes per vertex</span> </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">static</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span> squareCoords[] = { </span>
- <span style="color: black;"> <span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;">1</span>.0f, </span>
- <span style="color: black;"> }; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">static</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span> textureVertices[] = { </span>
- <span style="color: black;"> <span class="number" style="color: #c00000;"></span>.0f, <span class="number" style="color: #c00000;">1</span>.0f, </span>
- <span style="color: black;"> <span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;">1</span>.0f, </span>
- <span style="color: black;"> <span class="number" style="color: #c00000;">1</span>.0f, <span class="number" style="color: #c00000;"></span>.0f, </span>
- <span style="color: black;"> <span class="number" style="color: #c00000;"></span>.0f, <span class="number" style="color: #c00000;"></span>.0f, </span>
- <span style="color: black;"> }; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> texture; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> DirectDrawer(<span class="keyword" style="font-weight: bold; color: blue;">int</span> texture) </span>
- <span style="color: black;"> { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">this</span>.texture = texture; </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// initialize vertex byte buffer for shape coordinates</span> </span>
- <span style="color: black;"> ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * <span class="number" style="color: #c00000;">4</span>); </span>
- <span style="color: black;"> bb.order(ByteOrder.nativeOrder()); </span>
- <span style="color: black;"> vertexBuffer = bb.asFloatBuffer(); </span>
- <span style="color: black;"> vertexBuffer.put(squareCoords); </span>
- <span style="color: black;"> vertexBuffer.position(<span class="number" style="color: #c00000;"></span>); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// initialize byte buffer for the draw list</span> </span>
- <span style="color: black;"> ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * <span class="number" style="color: #c00000;">2</span>); </span>
- <span style="color: black;"> dlb.order(ByteOrder.nativeOrder()); </span>
- <span style="color: black;"> drawListBuffer = dlb.asShortBuffer(); </span>
- <span style="color: black;"> drawListBuffer.put(drawOrder); </span>
- <span style="color: black;"> drawListBuffer.position(<span class="number" style="color: #c00000;"></span>); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * <span class="number" style="color: #c00000;">4</span>); </span>
- <span style="color: black;"> bb2.order(ByteOrder.nativeOrder()); </span>
- <span style="color: black;"> textureVerticesBuffer = bb2.asFloatBuffer(); </span>
- <span style="color: black;"> textureVerticesBuffer.put(textureVertices); </span>
- <span style="color: black;"> textureVerticesBuffer.position(<span class="number" style="color: #c00000;"></span>); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">int</span> vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">int</span> fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> mProgram = GLES20.glCreateProgram(); <span class="comment" style="color: #008200;">// create empty OpenGL ES Program</span> </span>
- <span style="color: black;"> GLES20.glAttachShader(mProgram, vertexShader); <span class="comment" style="color: #008200;">// add the vertex shader to program</span> </span>
- <span style="color: black;"> GLES20.glAttachShader(mProgram, fragmentShader); <span class="comment" style="color: #008200;">// add the fragment shader to program</span> </span>
- <span style="color: black;"> GLES20.glLinkProgram(mProgram); <span class="comment" style="color: #008200;">// creates OpenGL ES program executables</span> </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">public</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> draw(<span class="keyword" style="font-weight: bold; color: blue;">float</span>[] mtx) </span>
- <span style="color: black;"> { </span>
- <span style="color: black;"> GLES20.glUseProgram(mProgram); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> GLES20.glActiveTexture(GLES20.GL_TEXTURE0); </span>
- <span style="color: black;"> GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// get handle to vertex shader’s vPosition member</span> </span>
- <span style="color: black;"> mPositionHandle = GLES20.glGetAttribLocation(mProgram, <span class="string" style="color: red;">“vPosition”</span>); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// Enable a handle to the triangle vertices</span> </span>
- <span style="color: black;"> GLES20.glEnableVertexAttribArray(mPositionHandle); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// Prepare the <insert shape here> coordinate data</span> </span>
- <span style="color: black;"> GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, <span class="keyword" style="font-weight: bold; color: blue;">false</span>, vertexStride, vertexBuffer); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, <span class="string" style="color: red;">“inputTextureCoordinate”</span>); </span>
- <span style="color: black;"> GLES20.glEnableVertexAttribArray(mTextureCoordHandle); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"><span class="comment" style="color: #008200;">// textureVerticesBuffer.clear();</span> </span>
- <span style="color: black;"><span class="comment" style="color: #008200;">// textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));</span> </span>
- <span style="color: black;"><span class="comment" style="color: #008200;">// textureVerticesBuffer.position(0);</span> </span>
- <span style="color: black;"> GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, <span class="keyword" style="font-weight: bold; color: blue;">false</span>, vertexStride, textureVerticesBuffer); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// Disable vertex array</span> </span>
- <span style="color: black;"> GLES20.glDisableVertexAttribArray(mPositionHandle); </span>
- <span style="color: black;"> GLES20.glDisableVertexAttribArray(mTextureCoordHandle); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">int</span> loadShader(<span class="keyword" style="font-weight: bold; color: blue;">int</span> type, String shaderCode){ </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// create a vertex shader type (GLES20.GL_VERTEX_SHADER)</span> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">int</span> shader = GLES20.glCreateShader(type); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// add the source code to the shader and compile it</span> </span>
- <span style="color: black;"> GLES20.glShaderSource(shader, shaderCode); </span>
- <span style="color: black;"> GLES20.glCompileShader(shader); </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">return</span> shader; </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">private</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] transformTextureCoordinates( <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] coords, <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] matrix) </span>
- <span style="color: black;"> { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] result = <span class="keyword" style="font-weight: bold; color: blue;">new</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[ coords.length ]; </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] vt = <span class="keyword" style="font-weight: bold; color: blue;">new</span> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[<span class="number" style="color: #c00000;">4</span>]; </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">for</span> ( <span class="keyword" style="font-weight: bold; color: blue;">int</span> i = <span class="number" style="color: #c00000;"></span> ; i < coords.length ; i += <span class="number" style="color: #c00000;">2</span> ) { </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">float</span>[] v = { coords[i], coords[i+<span class="number" style="color: #c00000;">1</span>], <span class="number" style="color: #c00000;"></span> , <span class="number" style="color: #c00000;">1</span> }; </span>
- <span style="color: black;"> Matrix.multiplyMV(vt, <span class="number" style="color: #c00000;"></span>, matrix, <span class="number" style="color: #c00000;"></span>, v, <span class="number" style="color: #c00000;"></span>); </span>
- <span style="color: black;"> result[i] = vt[<span class="number" style="color: #c00000;"></span>]; </span>
- <span style="color: black;"> result[i+<span class="number" style="color: #c00000;">1</span>] = vt[<span class="number" style="color: #c00000;">1</span>]; </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">return</span> result; </span>
- <span style="color: black;"> } </span>
- <span style="color: black;">} </span>
- <span style="color: black;"></span> </span>
三、有了上面两个类就完成95%的工作,可以将GLSurfaceView看成是有生命周期的。在onPause里进行关闭Camera,在Activity里复写两个方法:
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- <span style="color: black;"><span style=<span class="string" style="color: red;">“font-family:Comic Sans MS;font-size:18px;”</span>> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">protected</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onResume() { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">super</span>.onResume(); </span>
- <span style="color: black;"> glSurfaceView.bringToFront(); </span>
- <span style="color: black;"> } </span>
- <span style="color: black;"> </span>
- <span style="color: black;"> <span class="annotation" style="color: #646464;">@Override</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">protected</span> <span class="keyword" style="font-weight: bold; color: blue;">void</span> onPause() { </span>
- <span style="color: black;"> <span class="comment" style="color: #008200;">// TODO Auto-generated method stub</span> </span>
- <span style="color: black;"> <span class="keyword" style="font-weight: bold; color: blue;">super</span>.onPause(); </span>
- <span style="color: black;"> glSurfaceView.onPause(); </span>
- <span style="color: black;"> }</span> </span>
这个glSurfaceView.bringToFront();其实不写也中。在布局里写入自定义的GLSurfaceView就ok了:
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- <span style="color: black;"><span class="tag" style="font-weight: bold; color: blue;"><</span><span class="tag-name" style="font-weight: bold; color: blue;">span</span> <span class="attribute" style="color: red;">style</span>=<span class="attribute-value" style="color: blue;">“font-family:Comic Sans MS;font-size:18px;”</span><span class="tag" style="font-weight: bold; color: blue;">></span> <span class="tag" style="font-weight: bold; color: blue;"><</span><span class="tag-name" style="font-weight: bold; color: blue;">FrameLayout</span> </span>
- <span style="color: black;"> <span class="attribute" style="color: red;">android:layout_width</span>=<span class="attribute-value" style="color: blue;">“wrap_content”</span> </span>
- <span style="color: black;"> <span class="attribute" style="color: red;">android:layout_height</span>=<span class="attribute-value" style="color: blue;">“wrap_content”</span> <span class="tag" style="font-weight: bold; color: blue;">></span> </span>
- <span style="color: black;"> <span class="tag" style="font-weight: bold; color: blue;"><</span><span class="tag-name" style="font-weight: bold; color: blue;">org.yanzi.camera.preview.CameraGLSurfaceView</span> </span>
- <span style="color: black;"> <span class="attribute" style="color: red;">android:id</span>=<span class="attribute-value" style="color: blue;">“@+id/camera_textureview”</span> </span>
- <span style="color: black;"> <span class="attribute" style="color: red;">android:layout_width</span>=<span class="attribute-value" style="color: blue;">“0dip”</span> </span>
- <span style="color: black;"> <span class="attribute" style="color: red;">android:layout_height</span>=<span class="attribute-value" style="color: blue;">“0dip”</span> <span class="tag" style="font-weight: bold; color: blue;">/></span> </span>
- <span style="color: black;"> <span class="tag" style="font-weight: bold; color: blue;"></</span><span class="tag-name" style="font-weight: bold; color: blue;">FrameLayout</span><span class="tag" style="font-weight: bold; color: blue;">></span><span class="tag" style="font-weight: bold; color: blue;"></</span><span class="tag-name" style="font-weight: bold; color: blue;">span</span><span class="tag" style="font-weight: bold; color: blue;">></span> </span>
CameraActivity里只负责UI部分,CameraGLSurfaceView负责开Camera、预览,并调用DirectDrawer里的draw()进行绘制。其他代码就不上了。
注意事项:
1、**在onDrawFrame()里,如果不调用mDirectDrawer.draw(mtx);是啥都显示不出来的!!!**这是GLSurfaceView的特别之处。为啥呢?因为GLSurfaceView不是Android亲生的,而Surfaceview和TextureView是。所以得自己按照OpenGL ES的流程画。
2、究竟mDirectDrawer.draw(mtx)里在哪获取的Buffer目前杂家还么看太明白,貌似么有请求buffer,而是根据GLSurfaceView里创建的SurfaceTexture之前,生成的有个纹理ID。这个纹理ID一方面跟SurfaceTexture是绑定在一起的,另一方面跟DirectDrawer绑定,而SurfaceTexture作渲染载体。
3、参考链接里有,有人为了解决问题,给出了下面三段代码:
@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);
我已经把代码都融入到了此demo,只不过在draw()方法里么有使用。原因是使用之后,得到的预览画面反而是变形的,而不用的话是ok的。上面的代码是得到SurfaceTexture的变换矩阵:mSurface.getTransformMatrix
然后将此矩阵传递给draw(),在draw的时候对textureVerticesBuffer作一个变化,然后再画。
下图是未加这个矩阵变换效果时:
下图为使用了变换矩阵,划片扭曲的还真说不上来咋扭曲的,但足以说明OpenGL ES在渲染效果上的强大,就是设置了个矩阵,不用一帧帧处理,就能得到不一样显示效果。
版本号:PlayCamera_V3.0.0[2014-6-22].zip
CSDN下载链接:http://download.csdn.net/detail/yanzi1225627/7547263
百度云盘:
附个OpenGL ES简明教程:http://www.apkbus.com/android-20427-1-1.html
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