OpenGL ES for Android 相机预览

权限

Android上打开摄像头需要camera权限,在Android 6.0及以上的版本需要动态申请权限,在AndroidManifest.xml中添加camera权限:

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.arvr.sample">

    <uses-permission android:name="android.permission.CAMERA"/>

    <application>
		...
	</application>

<uses-permission android:name="android.permission.CAMERA"/> 是camera权限

动态申请camera权限代码如下:

class CameraActivity : AppCompatActivity(), SurfaceTexture.OnFrameAvailableListener {

    private lateinit var mRenderer: MyRenderer

    override fun onFrameAvailable(surfaceTexture: SurfaceTexture?) {
        glSurfaceView.queueEvent {
            surfaceTexture?.updateTexImage()
            glSurfaceView.requestRender()
        }
    }

    override fun onCreate(savedInstanceState: Bundle?) {
        super.onCreate(savedInstanceState)
        setContentView(R.layout.surface)
        glSurfaceView.setEGLContextClientVersion(2)
        mRenderer = MyRenderer(context = baseContext, listener = this)
        glSurfaceView.setRenderer(mRenderer)
        glSurfaceView.renderMode = GLSurfaceView.RENDERMODE_WHEN_DIRTY

        if (ContextCompat.checkSelfPermission(
                this,
                Manifest.permission.CAMERA
            ) != PackageManager.PERMISSION_GRANTED
        ) {
            //没有权限
            ActivityCompat.requestPermissions(this, arrayOf(Manifest.permission.CAMERA), 100)
        } else {
            mRenderer.cameraPermission = true
            mRenderer.startCamera()
        }

    }

    override fun onRequestPermissionsResult(
        requestCode: Int,
        permissions: Array<out String>,
        grantResults: IntArray
    ) {
        super.onRequestPermissionsResult(requestCode, permissions, grantResults)
        if (requestCode == 100 && grantResults[0] == PackageManager.PERMISSION_GRANTED) {
            mRenderer.cameraPermission = true
            mRenderer.startCamera()
        }
    }

    override fun onResume() {
        super.onResume()
        glSurfaceView.onResume()
    }

    override fun onPause() {
        super.onPause()
        glSurfaceView.onPause()
    }
}

在onCreate中先判断是否有camera权限,如果没有则申请权限权限 , 如果有则打开camera。弹出权限申请对话框,用户点击是否允许,不管是同意还是拒绝都会回调onRequestPermissionsResult方法,用户点击同意后打开camera,和已经有权限的操作是一样的。

创建program并获取参数句柄

顶点shader代码如下:

attribute vec4 a_Position;
attribute vec2 a_TexCoordinate;
varying vec2 v_TexCoord;

void main()
{
    v_TexCoord = a_TexCoordinate;
    gl_Position = a_Position;
}

片段shader代码如下:

#extension GL_OES_EGL_image_external : require
precision mediump float;

uniform samplerExternalOES u_Texture;
varying vec2 v_TexCoord;

void main()
{
    gl_FragColor = texture2D(u_Texture, v_TexCoord);
}
注意:顶点和片段shader是单独的文件,分别是camera_vs.glsl和camera_fs.glsl,存放于assets/glsl目录下。

onSurfaceCreated回调中创建program并获取参数句柄,创建纹理,代码如下:

 override fun onSurfaceCreated(p0: GL10?, p1: EGLConfig?) {
            createProgram()
            //获取vPosition索引
            vPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "a_Position")
            texCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "a_TexCoordinate")
            textureLoc = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture")

            textureId = GLTools.createOESTextureId()
            surfaceTexture = SurfaceTexture(textureId)
            surfaceTexture?.setOnFrameAvailableListener(listener)

        }

private fun createProgram() {
            var vertexCode =
                AssetsUtils.readAssetsTxt(
                    context = context,
                    filePath = "glsl/camera_vs.glsl"
                )
            var fragmentCode =
                AssetsUtils.readAssetsTxt(
                    context = context,
                    filePath = "glsl/camera_fs.glsl"
                )
            mProgramHandle = GLTools.createAndLinkProgram(vertexCode, fragmentCode)
        }

fun createOESTextureId(): Int {
        val textures = IntArray(1)
        GLES20.glGenTextures(1, textures, 0)
        glCheck("texture generate")
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0])
        glCheck("texture bind")

        GLES20.glTexParameterf(
            GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GLES20.GL_TEXTURE_MIN_FILTER,
            GLES20.GL_LINEAR.toFloat()
        )
        GLES20.glTexParameterf(
            GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GLES20.GL_TEXTURE_MAG_FILTER,
            GLES20.GL_LINEAR.toFloat()
        )
        GLES20.glTexParameteri(
            GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GLES20.GL_TEXTURE_WRAP_S,
            GLES20.GL_CLAMP_TO_EDGE
        )
        GLES20.glTexParameteri(
            GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GLES20.GL_TEXTURE_WRAP_T,
            GLES20.GL_CLAMP_TO_EDGE
        )

        return textures[0]
    }

GLTools 为工具类,createOESTextureId方法是其中一个方法,创建一个OES纹理,OES纹理用于渲染相机、视频。创建纹理id并创建SurfaceTexture,SurfaceTexture在打开相机方法中用到,用于预览相机。setOnFrameAvailableListener的回调是从Activity中传入,真正的实现在Activity中,

class CameraActivity : AppCompatActivity(), SurfaceTexture.OnFrameAvailableListener {

    private lateinit var mRenderer: MyRenderer

    override fun onFrameAvailable(surfaceTexture: SurfaceTexture?) {
        glSurfaceView.queueEvent {
            surfaceTexture?.updateTexImage()
            glSurfaceView.requestRender()
        }
    }

    override fun onCreate(savedInstanceState: Bundle?) {
        ...
        mRenderer = MyRenderer(context = baseContext, listener = this)
		...
	}
	...
}

当有新的一帧数据时会回调此方法,更新数据并调用glSurfaceView.requestRender() 重新绘制,也就是重新调用Renderer的onDrawFrame方法。

设置顶点坐标、纹理坐标、索引数据

设置顶点坐标,代码如下:

var vertexBuffer = GLTools.array2Buffer(
            floatArrayOf(
                -1.0f, 1.0f, 0.0f,  // top left
                -1.0f, -1.0f, 0.0f,  // bottom left
                1.0f, -1.0f, 0.0f,  // bottom right
                1.0f, 1.0f, 0.0f  // top right
            )
        )

设置纹理坐标,代码如下:

        var texBuffer = GLTools.array2Buffer(
            floatArrayOf(
                0.0f, 0.0f,
                0.0f, 1.0f,
                1.0f, 1.0f,
                1.0f, 0.0f
            )
        )

设置索引数据,代码如下:

var index = shortArrayOf(3, 2, 0, 0, 1, 2)
val indexBuffer = GLTools.array2Buffer(index)

绘制

override fun onDrawFrame(p0: GL10?) {
            GLES20.glUseProgram(mProgramHandle)
            //设置顶点数据
            vertexBuffer.position(0)
            GLES20.glEnableVertexAttribArray(vPositionLoc)
            GLES20.glVertexAttribPointer(vPositionLoc, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer)
            //设置纹理顶点数据
            texBuffer.position(0)
            GLES20.glEnableVertexAttribArray(texCoordLoc)
            GLES20.glVertexAttribPointer(texCoordLoc, 2, GLES20.GL_FLOAT, false, 0, texBuffer)
            //设置纹理
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
            GLES20.glUniform1i(textureLoc, 0)

            GLES20.glDrawElements(
                GLES20.GL_TRIANGLES,
                index.size,
                GLES20.GL_UNSIGNED_SHORT,
                indexBuffer
            )
        }

打开camera

打开camera有2个条件:

  • 有相机权限。
  • SurfaceTexture已经创建完成。

相机权限申请的回调和Renderer中onSurfaceCreated(创建SurfaceTexture的方法)方法都是异步的,也就是说无法知道这2个方法回调的前后顺序,因此需要保存相机权限状态cameraPermission和SurfaceTexture变量surfaceTexture,在2个回调中都调用打开相机方法,在打开相机方法中判断相机权限和SurfaceTexture是否都已经准备完成,是则打开,不是则返回,代码如下:

override fun onSurfaceCreated(p0: GL10?, p1: EGLConfig?) {
	...
	startCamera()
}

fun startCamera() {
            if (!cameraPermission || surfaceTexture == null) {
                return
            }
            val cameraInfo = Camera.CameraInfo()
            val cameraCount = Camera.getNumberOfCameras()
            for (i in 0 until cameraCount) {
                Camera.getCameraInfo(i, cameraInfo)
                if (cameraInfo.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) {
                    val mCamera = Camera.open(i)
                    mCamera.setPreviewTexture(surfaceTexture)

                    //设置分辨率
                    val parameters = mCamera.parameters
                    parameters.setPreviewSize(1280, 720)
                    mCamera.parameters = parameters

                    //开始预览
                    mCamera.startPreview()
                    return
                }
            }
        }

运行效果如下:

运行后发现相机的画面是倒的,这是因为camera本身输出的预览流就是倒的,下面通过矩阵旋转解决此问题,顶点shader修改如下:

attribute vec4 a_Position;
attribute vec2 a_TexCoordinate;
uniform mat4 mMatrix;
varying vec2 v_TexCoord;

void main()
{
    v_TexCoord = a_TexCoordinate;
    gl_Position = mMatrix * a_Position;
}

增加了mMatrix矩阵。
获取矩阵参数句柄,代码如下:

override fun onSurfaceCreated(p0: GL10?, p1: EGLConfig?) {
            createProgram()
            ...
            matrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "mMatrix")
            ...

        }

旋转90度,代码如下:

var mMatrix = FloatArray(16)
override fun onSurfaceChanged(p0: GL10?, width: Int, height: Int) {
            GLES20.glViewport(0, 0, width, height)
            Matrix.setIdentityM(mMatrix, 0)
            Matrix.rotateM(mMatrix,0,90F,0F,0F,1F)
        }

设置矩阵参数,代码如下:

override fun onDrawFrame(p0: GL10?) {
           	...
            GLES20.glUniformMatrix4fv(matrixLoc, 1, false, mMatrix, 0)
            ...
        }

运行后发现画面调整正了,但左右镜像,这个时候需要画面绕y轴旋转180度,这样就解决了左右镜像问题,代码如下:

override fun onSurfaceChanged(p0: GL10?, width: Int, height: Int) {
            GLES20.glViewport(0, 0, width, height)
            Matrix.setIdentityM(mMatrix, 0)
            Matrix.rotateM(mMatrix,0,180F,0F,1F,0F)
            Matrix.rotateM(mMatrix,0,90F,0F,0F,1F)
        }
注意,对预览流的操作是先绕z轴旋转90度,使画面调正,然后再绕y轴旋转180度,但写代码的时候要绕y轴旋转180度写在前面。

最终效果如下:

更多相关阅读:

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转载自blog.csdn.net/mengks1987/article/details/104363742