我正在学习CameraX API,CameraXBasic是办公室示例代码。
CameraXBasic 项目中的CameraFragment.kt 显示真实的相机预览。
现在,我希望显示一个否定模式预览。如何使用CameraX API?有示例代码吗?
CameraFragment.kt
private lateinit var viewFinder: TextureView
private fun bindCameraUseCases() {
// Get screen metrics used to setup camera for full screen resolution
val metrics = DisplayMetrics().also { viewFinder.display.getRealMetrics(it) }
val screenAspectRatio = Rational(metrics.widthPixels, metrics.heightPixels)
Log.d(TAG, "Screen metrics: ${metrics.widthPixels} x ${metrics.heightPixels}")
// Set up the view finder use case to display camera preview
val viewFinderConfig = PreviewConfig.Builder().apply {
setLensFacing(lensFacing)
// We request aspect ratio but no resolution to let CameraX optimize our use cases
setTargetAspectRatio(screenAspectRatio)
// Set initial target rotation, we will have to call this again if rotation changes
// during the lifecycle of this use case
setTargetRotation(viewFinder.display.rotation)
}.build()
// Use the auto-fit preview builder to automatically handle size and orientation changes
preview = AutoFitPreviewBuilder.build(viewFinderConfig, viewFinder)
....
CameraX.bindToLifecycle(
viewLifecycleOwner, preview, imageCapture, imageAnalyzer)
}
答案 0 :(得分:5)
这是一个应用于SurfaceTexture
的{{3}}(PreviewConfig
没有任何此类属性)。参见android.media.effect.Effect
:
/**
* Applies negative film effect on image.<br/>
* Parameters: scale (float): the degree of film grain.
**/
public final static String EFFECT_NEGATIVE = "android.media.effect.effects.NegativeEffect";
EffectFactory.EFFECT_NEGATIVE也有解释(Kotlin和Java文档的组织方式不同)。
但是,您可能需要使用自己的SurfaceTexture
,因为否则很难获得GLContext。这个例子几乎可以用了,但是texture.attachToGLContext()
:
private EffectContext fxContext = null;
private EffectFactory fxFactory = null;
private Effect fx = null;
protected void applyNegativeEffect(SurfaceTexture texture, int width, int height) {
if(this.fxContext == null) {
// texture.attachToGLContext(texture.mSurfaceTexture);
this.fxContext = EffectContext.createWithCurrentGlContext();
}
if(this.fxFactory == null) {
this.fxFactory = this.fxContext.getFactory();
}
if(this.fx == null) {
this.fx = fxFactory.createEffect(EffectFactory.EFFECT_NEGATIVE);
this.fx.setParameter("scale", 1.0f);
// this.fx.apply(0, width, height, 0);
}
}
但是SurfaceTexture
(其中long mSurfaceTexture
需要公开)显示:
/**
* These fields are used by native code, do not access or modify.
**/
private long mSurfaceTexture;
在GLSurfaceView
上设置着色器可能更容易实现:
String shader = "#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 vTextureCoord;\n"
+ "uniform samplerExternalOES sTexture;\n"
+ "void main() {\n"
+ " vec4 color = texture2D(sTexture, vTextureCoord);\n"
+ " float colorR = (1.0 - color.r) / 1.0;\n"
+ " float colorG = (1.0 - color.g) / 1.0;\n"
+ " float colorB = (1.0 - color.b) / 1.0;\n"
+ " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
+ "}\n";
还有用于OpenGL ES预览的camera2 Here。
从CameraX抽象中获取GLContext是实际的问题,因为一个人需要使用自定义OpenGL预览来构建example才能应用着色器-或获取输入/输出texId
更新:
如果您需要直接访问
SurfaceTexture
(例如执行OpenGL渲染),请参见Implement a preview。在这些情况下,请使用SurfaceTexture
将Preview
传递到Preview.PreviewSurfaceProvider
对象。
请参阅问题Manually create a SurfaceTexture,Futures.immediateFuture(surface)
不再起作用。