使用OpenGL 2.0 API在GLSurfaceView上将Android Camera预览旋转90度

时间:2016-04-18 20:46:03

标签: android opengl-es rotation android-camera

注意我是Android和OpenGL的新手。

我使用代码在屏幕上显示Android Camera Preview。我想在下面的“MainRenderer”类中使用OpenGL 2.0将照相机角度旋转90度(以便我的相机以纵向分辨率匹配,因为我的应用程序处于纵向模式)。我查看了Android camera rotate,但没有执行轮换。

在布局xml中设置“android:rotation = '90'”会旋转表面视图,但会产生黑色表面 - 没有相机预览。

由于我使用的是GLSurfaceView,我现在希望通过执行矩阵旋转和宽高比调整来实际旋转OpenGL 2.0中的相机预览。几乎没有帖子 How to rotate a camera view in OpenGL 2.0 EShttp://www.programcreek.com/java-api-examples/index.php?class=android.opengl.Matrix&method=rotateM 但由于我不熟悉OpenGL(我希望很快就会熟悉),我无法将API与下面的代码联系起来。

据我所知,也许rotateM和translateM(猜测使用ModelViewProjection Matrix)可能会做我想要完成的事情。

我想知道vtmp和ttmp可能需要在下面改变吗?

感谢任何帮助。

原始代码来自http://maninara.blogspot.com/2012/09/render-camera-preview-using-opengl-es.html

//在Manifest中

< uses-feature android:glEsVersion="0x00020000" android:required="true"/>
< uses-feature android:name="android.hardware.camera"/>
< uses-permission android:name="android.permission.CAMERA"/>
< uses-permission android:name="android.permission.WAKE_LOCK"/>
... android:screenOrientation="landscape" ... // activity property

//活动

public class MainActivity extends Activity {
  private MainView mView;
  private WakeLock mWL;

  @Override
  public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    // full screen & full brightness
    requestWindowFeature ( Window.FEATURE_NO_TITLE);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
    mWL = ((PowerManager)getSystemService ( Context.POWER_SERVICE )).newWakeLock(PowerManager.FULL_WAKE_LOCK, "WakeLock");
    mWL.acquire();
    mView = new MainView(this);
    setContentView ( mView );
  }

  @Override
  protected void onPause() {
    if ( mWL.isHeld() )
      mWL.release();
    mView.onPause();
    super.onPause();
  }

  @Override
  protected void onResume() {
    super.onResume();
    mView.onResume();
    if(!mWL.isHeld()) mWL.acquire();
  }
}

//查看

class MainView extends GLSurfaceView {
  MainRenderer mRenderer;

  MainView ( Context context ) {
    super ( context );
    mRenderer = new MainRenderer(this);
    setEGLContextClientVersion ( 2 );
    setRenderer ( mRenderer );
    setRenderMode ( GLSurfaceView.RENDERMODE_WHEN_DIRTY );
  }

  public void surfaceCreated ( SurfaceHolder holder ) {
    super.surfaceCreated ( holder );
  }

  public void surfaceDestroyed ( SurfaceHolder holder ) {
    mRenderer.close();
    super.surfaceDestroyed ( holder );
  }

  public void surfaceChanged ( SurfaceHolder holder, int format, int w, int h ) {
    super.surfaceChanged ( holder, format, w, h );
  }
}

//渲染器

public class MainRenderer implements GLSurfaceView.Renderer, SurfaceTexture.OnFrameAvailableListener {
  private final String vss =
      "attribute vec2 vPosition;\n" +
      "attribute vec2 vTexCoord;\n" +
      "varying vec2 texCoord;\n" +
      "void main() {\n" +
      "  texCoord = vTexCoord;\n" +
      "  gl_Position = vec4 ( vPosition.x, vPosition.y, 0.0, 1.0 );\n" +
      "}";

  private final String fss =
      "#extension GL_OES_EGL_image_external : require\n" +
      "precision mediump float;\n" +
      "uniform samplerExternalOES sTexture;\n" +
      "varying vec2 texCoord;\n" +
      "void main() {\n" +
      "  gl_FragColor = texture2D(sTexture,texCoord);\n" +
      "}";

  private int[] hTex;
  private FloatBuffer pVertex;
  private FloatBuffer pTexCoord;
  private int hProgram;

  private Camera mCamera;
  private SurfaceTexture mSTexture;

  private boolean mUpdateST = false;

  private MainView mView;

  MainRenderer ( MainView view ) {
    mView = view;
    float[] vtmp = { 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f };
    float[] ttmp = { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f };
    pVertex = ByteBuffer.allocateDirect(8*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
    pVertex.put ( vtmp );
    pVertex.position(0);
    pTexCoord = ByteBuffer.allocateDirect(8*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
    pTexCoord.put ( ttmp );
    pTexCoord.position(0);
  }

  public void close()
  {
    mUpdateST = false;
    mSTexture.release();
    mCamera.stopPreview();
    mCamera.release();
    mCamera = null;
    deleteTex();
  }

  public void onSurfaceCreated ( GL10 unused, EGLConfig config ) {
    //String extensions = GLES20.glGetString(GLES20.GL_EXTENSIONS);
    //Log.i("mr", "Gl extensions: " + extensions);
    //Assert.assertTrue(extensions.contains("OES_EGL_image_external"));

    initTex();
    mSTexture = new SurfaceTexture ( hTex[0] );
    mSTexture.setOnFrameAvailableListener(this);

    mCamera = Camera.open();
    try {
      mCamera.setPreviewTexture(mSTexture);
    } catch ( IOException ioe ) {
    }

    GLES20.glClearColor ( 1.0f, 1.0f, 0.0f, 1.0f );

    hProgram = loadShader ( vss, fss );
  }

  public void onDrawFrame ( GL10 unused ) {
    GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT );

    synchronized(this) {
      if ( mUpdateST ) {
    mSTexture.updateTexImage();
    mUpdateST = false;
      }
    }

    GLES20.glUseProgram(hProgram);

    int ph = GLES20.glGetAttribLocation(hProgram, "vPosition");
    int tch = GLES20.glGetAttribLocation ( hProgram, "vTexCoord" );
    int th = GLES20.glGetUniformLocation ( hProgram, "sTexture" );

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, hTex[0]);
    GLES20.glUniform1i(th, 0);

    GLES20.glVertexAttribPointer(ph, 2, GLES20.GL_FLOAT, false, 4*2, pVertex);
    GLES20.glVertexAttribPointer(tch, 2, GLES20.GL_FLOAT, false, 4*2, pTexCoord );
    GLES20.glEnableVertexAttribArray(ph);
    GLES20.glEnableVertexAttribArray(tch);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    GLES20.glFlush();
  }

  public void onSurfaceChanged ( GL10 unused, int width, int height ) {
    GLES20.glViewport( 0, 0, width, height );
    Camera.Parameters param = mCamera.getParameters();
    List psize = param.getSupportedPreviewSizes();
    if ( psize.size() > 0 ) {
      int i;
      for ( i = 0; i < psize.size(); i++ ) {
    if ( psize.get(i).width < width || psize.get(i).height < height )
      break;
      }
      if ( i > 0 )
    i--;
      param.setPreviewSize(psize.get(i).width, psize.get(i).height);
      //Log.i("mr","ssize: "+psize.get(i).width+", "+psize.get(i).height);
    }
    param.set("orientation", "landscape");
    mCamera.setParameters ( param );
    mCamera.startPreview();
  }

  private void initTex() {
    hTex = new int[1];
    GLES20.glGenTextures ( 1, hTex, 0 );
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, hTex[0]);
    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);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
  }

  private void deleteTex() {
    GLES20.glDeleteTextures ( 1, hTex, 0 );
  }

  public synchronized void onFrameAvailable ( SurfaceTexture st ) {
    mUpdateST = true;
    mView.requestRender();
  }

  private static int loadShader ( String vss, String fss ) {
    int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vshader, vss);
    GLES20.glCompileShader(vshader);
    int[] compiled = new int[1];
    GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
      Log.e("Shader", "Could not compile vshader");
      Log.v("Shader", "Could not compile vshader:"+GLES20.glGetShaderInfoLog(vshader));
      GLES20.glDeleteShader(vshader);
      vshader = 0;
    }

    int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fshader, fss);
    GLES20.glCompileShader(fshader);
    GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
      Log.e("Shader", "Could not compile fshader");
      Log.v("Shader", "Could not compile fshader:"+GLES20.glGetShaderInfoLog(fshader));
      GLES20.glDeleteShader(fshader);
      fshader = 0;
    }

    int program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vshader);
    GLES20.glAttachShader(program, fshader);
    GLES20.glLinkProgram(program);

    return program;
  }
}

1 个答案:

答案 0 :(得分:4)

我认为有很多方法取决于更适合你的方式:

  1. 根据角度更改顶点数组值(可能是最简单的一个)
  2. Camera.setDisplayOrientation
  3. 你可以稍微改变你的顶点(它与你到目前为止有点不同,我使用vec4而不是vec2,需要进行一些其他的更改来解释你的代码):
  4. static final String vss =
        "uniform mat4 uMVPMatrix;\n" +
        "uniform mat4 uSTMatrix;\n" +
        "attribute vec4 vPosition;\n" +
        "attribute vec4 vTexCoord;\n" +
        "varying vec2 texCoord;\n" +
        "void main() {\n" +
        "    gl_Position = uMVPMatrix * vPosition;\n" +
        "    texCoord = (uSTMatrix * vTexCoord).xy;\n" +
        "}\n";
    

    然后

    float[] mvpMatrix = new float[16];
    int uMVPMatrixHandle;
    
    uMVPMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
    checkLocation(uMVPMatrixHandle, "uMVPMatrix");
    

    绘图时指定您想要的任何角度:

    Matrix.setIdentityM(mvpMatrix, 0);
    Matrix.rotateM(mvpMatrix, 0, angle, 0f, 0f, 1f);
    GLES20.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, mvpMatrix, 0);
    EGL.checkGlError("glUniformMatrix4fv");