我正在开发一款Android相机应用,可修改相机Feed并在屏幕上实时显示。我在运行4.3的DROID RAZR MAXX上工作并完成了我想做的事情,它在其他手机上运行得很完美,但不幸的是我在几部手机上遇到了问题而我无法追查问题。
我附上了截图,显示了问题所在。
很难分辨出绿色的“神器”是什么,但它几乎看起来就像它首次开启时的相机进纸块一样。颜色闪烁,但块内部的形状并没有真正改变。
我已经删除了所有不需要的东西并尽可能地清理了代码,但老实说,为什么会发生这种情况并不知道,特别是因为它似乎可以在某些手机上正常工作,而其他手机没有。
如果我需要提供更多信息,请注释,我会添加它!
public class CameraActivity extends Activity
{
private MyGLSurfaceView glSurfaceView;
private MyCamera mCamera;
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
mCamera = new MyCamera();
glSurfaceView = new MyGLSurfaceView(this, mCamera);
setContentView(glSurfaceView);
}
@Override
protected void onPause()
{
super.onPause();
mCamera.stop();
}
}
public class MyCamera
{
private final static String LOG_TAG = "MyCamera";
private Camera mCamera;
private Parameters mCameraParams;
private Boolean running = false;
void start(SurfaceTexture surface)
{
Log.v(LOG_TAG, "Starting Camera");
mCamera = Camera.open(0);
mCameraParams = mCamera.getParameters();
Log.v(LOG_TAG, mCameraParams.getPreviewSize().width + " x " + mCameraParams.getPreviewSize().height);
try {
mCamera.setPreviewTexture(surface);
mCamera.startPreview();
running = true;
} catch (IOException e) {
e.printStackTrace();
}
}
void stop()
{
if (running) {
Log.v(LOG_TAG, "Stopping Camera");
mCamera.stopPreview();
mCamera.release();
running = false;
}
}
}
class MyGLSurfaceView extends GLSurfaceView implements Renderer
{
private final static String LOG_TAG = "MyGLSurfaceView";
private MyCamera mCamera;
private SurfaceTexture mSurface;
private DirectVideo mDirectVideo;
public MyGLSurfaceView(Context context, MyCamera camera)
{
super(context);
mCamera = camera;
setEGLContextClientVersion(2);
setRenderer(this);
}
@Override
public void onDrawFrame(GL10 gl)
{
float[] mtx = new float[16];
mSurface.updateTexImage();
mSurface.getTransformMatrix(mtx);
mDirectVideo.draw();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
Log.v(LOG_TAG, "Surface Changed");
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
Log.v(LOG_TAG, "Surface Created");
int texture = createTexture();
mDirectVideo = new DirectVideo(texture);
mSurface = new SurfaceTexture(texture);
mCamera.start(mSurface);
}
private int createTexture()
{
int[] textures = new int[1];
// generate one texture pointer and bind it as an external texture.
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]);
// No mip-mapping with camera source.
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);
// Clamp to edge is only option.
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 textures[0];
}
public static 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;
}
}
public class DirectVideo
{
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 DirectVideo(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 = MyGLSurfaceView.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGLSurfaceView.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()
{
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);
}
}
答案 0 :(得分:1)
在onDrawFrame
方法中,您获得了转换矩阵,但您没有使用它。
该矩阵应该用于变换纹理坐标。
有关详细信息,请参阅SurfaceTexture类的文档。
以下是修复:
将矩阵传递给draw方法:
@Override public void onDrawFrame(GL10 gl) { float[] mtx = new float[16]; mSurface.updateTexImage(); mSurface.getTransformMatrix(mtx); mDirectVideo.draw(mtx); }
将以下方法添加到DirectVideo类:
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;
}
在draw方法中,在添加到缓冲区之前转换textureVertices列表(由于矩阵可以更改,因此应该在每个绘制处执行此转换):
textureVerticesBuffer.clear();
textureVerticesBuffer.put( transformTextureCoordinates( textureVertices, mtx ));
textureVerticesBuffer.position(0);
另一种解决方案是将矩阵传递给着色器。
答案 1 :(得分:1)
implements SurfaceTexture.OnFrameAvailableListener
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
// TODO Auto-generated method stub
}
setOnFrameAvailableListener(this);