如何以最有效的方式创建多个camera2预览? [英] How to create multiple camera2 previews in most efficient way?

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问题描述

我正在尝试根据自己的活动创建4个摄像机预览流.我创建了一个TextureView,将其注册到feed的camera2 API,然后在SurfaceView上设置了一个侦听器,以侦听feed的更改并相应地更新其他3个预览(ImageViews).您可以在下面的代码中看到:

I am trying to create 4 streams of my camera preview on my activity. I created a TextureView which is registered to the camera2 API for the feed and then I set up a listener on the SurfaceView in order to listen to changes for the feed and update the other 3 previews (ImageViews) accordingly. You can see in my code below:

    private final TextureView.SurfaceTextureListener mSurfaceTextureListener
            = new TextureView.SurfaceTextureListener() {

        @Override
        public void onSurfaceTextureAvailable(SurfaceTexture texture, int width, int height) {
            cameraHandler.openCamera(width, height);
        }

        @Override
        public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
        }

        @Override
        public boolean onSurfaceTextureDestroyed(SurfaceTexture texture) {
            return true;
        }

        @Override
        public void onSurfaceTextureUpdated(SurfaceTexture texture) {
            for (ImageView mSecondaryPreview : mSecondaryPreviews) {
                Bitmap frame = Bitmap.createBitmap(mTextureView.getWidth(), mTextureView.getHeight(), Bitmap.Config.ARGB_8888);
                mTextureView.getBitmap(frame);
                mSecondaryPreview.setImageBitmap(frame);
            }
        }
    };

如您所见,必须从TextureView中读取每一帧,提取位图,然后设置其他3个ImageView流的位图.我最初尝试在非常慢的UI线程上执行此操作,然后尝试将其提交给具有更好帧速率的后台处理程序,但由于负载导致应用崩溃的问题很多.

As you can see this has to read from the TextureView for every frame, extract the bitmap and then set the bitmap of the other 3 ImageView streams. I tried to do this on the UI thread initially which is very slow and then tried to submit it to the background handler which was better frame rate but caused a lot of issues with the app crashing due to the load.

谢谢

编辑

因此,为了裁剪预览的底部0.4375,我将ttmp更改为

So in order to crop the bottom 0.4375 of the preview, I changed ttmp to

    float[] ttmp = {
            0.0f, 1.0f,
            1.0f, 1.0f,
            0.0f, 0.4375f,

            0.0f, 0.4375f,
            1.0f, 1.0f,
            1.0f, 0.4375f,

            0.0f, 1.0f,
            1.0f, 1.0f,
            0.0f, 0.4375f,

            0.0f, 0.4375f,
            1.0f, 1.0f,
            1.0f, 0.4375f,

            0.0f, 1.0f,
            1.0f, 1.0f,
            0.0f, 0.4375f,

            0.0f, 0.4375f,
            1.0f, 1.0f,
            1.0f, 0.4375f,

            0.0f, 1.0f,
            1.0f, 1.0f,
            0.0f, 0.4375f,

            0.0f, 0.4375f,
            1.0f, 1.0f,
            1.0f, 0.4375f
    };

但这没有达到预期的收成

but this did not crop as expected

推荐答案

因此,如果您可以像

So if you can get GLSurfaceView working with the camera preview as in this question then you can make 3 more copies simply by adding 6 more polygons. Let me explain how they are layed out. vtmp and ttmp describe the vector coordinates and texture coordinates, respectively, of two triangles, in a GL_TRIANGLE_STRIP form:

float[] vtmp = {
    1.0f, 1.0f,    //Top right of screen
    1.0f, -1.0f,    //Bottom right of screen
    -1.0f, 1.0f,    //Top left of screen
    -1.0f, -1.0f    //Bottom left of screen
};

float[] ttmp = {
    1.0f, 1.0f,     //Top right of camera surface
    0.0f, 1.0f,     //Top left of camera surface
    1.0f, 0.0f,     //Bottom right of camera surface
    0.0f, 0.0f      //Bottom left of camera surface
};

步骤1:让我们将原始类型更改为GL_TRIANGLES,因为使用GL_TRIANGLE_STRIP会很困难:

Step 1: Let's change the primitive type to a GL_TRIANGLES, because this is going to be difficult with a GL_TRIANGLE_STRIP:

//This also includes a fix for the left/right inversion:
float[] vtmp = {
    //Triangle 1:
    -1.0f, -1.0f,
    -1.0f, 1.0f,
    1.0f, 1.0f,

    //Triangle 2:
    1.0f, -1.0f,
    -1.0f, 1.0f,
    1.0f, 1.0f
};

float[] ttmp = {
    //Triangle 1:
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 2:
    0.0f, 0.0f,
    1.0f, 1.0f,
    1.0f, 0.0f
};

pVertex = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6);    //Careful: Multiple changes on this line
(...)

如果第1步进展顺利,那么让我们在第2步中添加额外的三角形:

If Step 1 went well, then let's add the extra triangles in Step 2:

float[] vtmp = {
    //Triangle 1:
    -1.0f, 0.0f,
    -1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 2:
    0.0f, 0.0f,
    -1.0f, 1.0f,
    0.0f, 1.0f,

    //Triangle 3:
    0.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 0.0f,

    //Triangle 4:
    1.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 1.0f,

    //Triangle 5:
    0.0f, -1.0f,
    0.0f, 0.0f,
    1.0f, -1.0f,

    //Triangle 6:
    1.0f, -1.0f,
    0.0f, 0.0f,
    1.0f, 0.0f,

    //Triangle 7:
    -1.0f, -1.0f,
    -1.0f, 0.0f,
    0.0f, -1.0f,

    //Triangle 8:
    0.0f, -1.0f,
    -1.0f, 0.0f,
    0.0f, 0.0f
};

float[] ttmp = {
    //This is the same as in Step 1, but duplicated 4 times over:
    //Triangle 1:
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 2:
    0.0f, 0.0f,
    1.0f, 1.0f,
    1.0f, 0.0f,

    //Triangle 3:
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 4:
    0.0f, 0.0f,
    1.0f, 1.0f,
    1.0f, 0.0f,

    //Triangle 5:
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 6:
    0.0f, 0.0f,
    1.0f, 1.0f,
    1.0f, 0.0f,

    //Triangle 7:
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,

    //Triangle 8:
    0.0f, 0.0f,
    1.0f, 1.0f,
    1.0f, 0.0f
};

pVertex = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 24);
(...)

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