今天介绍下GLSurfaceView如何使用。GLSurfaceView的包名是android.opengl,由此能够它是opengl的一个类,它也能够预览camera,并且在预览camera上有比SurfaceView独特的优点,能够作到数据和显示的分离,好比在没有屏幕的设备照样能够开预览实时直播。下面要介绍的这个例子是获取camera预览数据编码为视频流。但这篇文章只介绍如何使用GLSurfaceView去预览,关于获取预览数据编码视频流后续会介绍。java
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
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 MyGLSurfaceView extends GLSurfaceView implements
Renderer, SurfaceTexture.OnFrameAvailableListener {
private static final String TAG = "MyGLSurfaceView";
private Context mContext;
private SurfaceTexture mSurface;
private int mTextureID = -1;
private CameraDrawer mCameraDrawer;
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);
mCameraDrawer = new CameraDrawer(mTextureID);
CameraWrapper.getInstance().doOpenCamera(null);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
Log.i(TAG, "onSurfaceChanged..." + width + "/" + height);
GLES20.glViewport(0, 0, width, height);
if(!CameraWrapper.getInstance().isPreviewing()){
CameraWrapper.getInstance().doStartPreview(mSurface);
}
}
@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);
mCameraDrawer.drawSelf(mtx);
}
@Override
public void onPause() {
// TODO Auto-generated method stub
super.onPause();
CameraWrapper.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();
}
}
MyGLSurfaceView继承至GLSurfaceView,并实现Render接口,看下构造函数中的实现:android
一、setEGLContextClientVersion 设置opengl的版本,这个必需要设置,若是不设置系统就不知道使用哪一个版本的api来渲染,界面上就什么都不会显示。api
二、setRenderer设置一个渲染器app
三、setRenderMode设置渲染模式,支持2中模式,RENDERMODE_CONTINUOUSLY ,这个模式会一直渲染比较耗费资源。RENDERMODE_WHEN_DIRTY Surface建立的时候会去渲染,或是有数据的时候,即调用requestRender,才会去渲染,camera预览比较适合第二种模式。ide
走完构造,个人画布已经准备好,渲染器也初始化完,如何进行数据渲染呢,接下就该Render接口出场了。函数
这里实现了3个回掉onSurfaceCreated() onSurfaceChanged() onDrawFrame()ui
一、onSurfaceCreated里建立了纹理并绑定了一个ID,设置SurfaceTexture Frame Available的一个监听,通知有Render有数据须要渲染。构造mCameraDrawer,CameraDrawer很重要它是负责绘制的数据的一个类,下面会介绍。this
二、onSurfaceChanged当Surface有变化的时候开启camera预览编码
三、onDrawFrame,调用updateTexImage,在画布上绘制当前帧数据。spa
到这里咱们的绘画大师CameraDrawer就要登场了。
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 CameraDrawer {
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 CameraDrawer(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 drawSelf(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);
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;
}
}
经过回调onFrameAvailable,一帧一帧画预览数据。接下来看下Activity部分是怎么使用这view的。和以前介绍的区别在于,以前camera的open和preview都是在activity中完成,如今放在MyGLSurfaceView当中。
public class CameraActivity extends Activity{
private static final String TAG = "CameraActivity";
CameraGLSurfaceView glSurfaceView = null;
float previewRate = -1f;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_camera);
initUI();
initViewParams();
shutterBtn.setOnClickListener(new BtnListeners());
}
private void initUI(){
glSurfaceView = (CameraGLSurfaceView)findViewById(R.id.camera_textureview);
}
private void initViewParams(){
LayoutParams params = glSurfaceView.getLayoutParams();
Point p = DisplayUtil.getScreenMetrics(this);
params.width = p.x;
params.height = p.y;
previewRate = DisplayUtil.getScreenRate(this); //默认全屏的比例预览
glSurfaceView.setLayoutParams(params);
}
@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();
}
}
下面是预览截图:
到这camera三种预览方式就分析完毕了,后续我会深刻到framework中给你们分析,camera的数据是如何渲染到GLSurfaceView上的。由于上述代码中并无很明显的对buffer进行的操做。
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