使用矩阵rotateM()从表面纹理,但腐败的视频输出旋转矩阵 [英] Use rotateM() of Matrix to rotate matrix from SurfaceTexture but corrupt the video output

查看:1937
本文介绍了使用矩阵rotateM()从表面纹理,但腐败的视频输出旋转矩阵的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我设法与OpenGL ES的播放视频,我用grafika的ContinuousCaptureActivity的方式,我的数据源是MediaPlayer的,而不是相机,这没什么区别。
MediaPlayer的不断产生视频帧和我绘制onFrameAvailable回调每一帧屏幕。在code是如下效果很好:

I managed to play video with opengl es, I used the way of grafika's ContinuousCaptureActivity, my data source is MediaPlayer rather than Camera which makes no difference. MediaPlayer produces video frames continuously and I draw each frame to screen in onFrameAvailable callback. The code is as follows which works well:

    mVideoTexture.updateTexImage();
    mVideoTexture.getTransformMatrix(mTmpMatrix);
    mDisplaySurface.makeCurrent();
    int viewWidth = getWidth();
    int viewHeight = getHeight();
    GLES20.glViewport(0, 0, viewWidth, viewHeight);
    mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
    mDisplaySurface.swapBuffers();

现在我想用270度旋转的视频帧,所以我改变了code:

Now I want to rotate video frames with 270 degrees, so I changed the code:

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

    mVideoTexture.updateTexImage();
    mVideoTexture.getTransformMatrix(mTmpMatrix);
    mDisplaySurface.makeCurrent();
    int viewWidth = getWidth();
    int viewHeight = getHeight();
    GLES20.glViewport(0, 0, viewWidth, viewHeight);
    Matrix.rotateM(mTmpMatrix, 0, 270, 1f, 0, 0);
    mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
    mDisplaySurface.swapBuffers();

但结果是怪异的,看看下面的图片:

不过,我可以与下面的code成功翻转视频帧:

But I can flip video frame successfully with the code below:

        mVideoTexture.updateTexImage();
    mVideoTexture.getTransformMatrix(mTmpMatrix);
    mDisplaySurface.makeCurrent();
    int viewWidth = getWidth();
    int viewHeight = getHeight();
    GLES20.glViewport(0, 0, viewWidth, viewHeight);
    mTmpMatrix[5] = -1 * mTmpMatrix[5];
    mTmpMatrix[13] = 1.0f - mTmpMatrix[13];
    mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
    mDisplaySurface.swapBuffers();

如何实现旋转,任何人都可以给我一些帮助吗?

How to achieve the rotation, Could anyone give me some help?

地址:

首先,我想告诉大家,我一直用这个code为每次抽奖行动:

At first, I want to tell that I always used this code for each draw action:

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

我用这个演示做我的测试,这是本次测试的很好的演示。
https://github.com/izacus/AndroidOpenGLVideoDemo

该矩阵从得到表面纹理是:

The matrix got from the surfacetexture is:

1.0,0.0,0.0,0.0

1.0, 0.0, 0.0, 0.0

0.0,-1.0,0.0,0.0

0.0, -1.0, 0.0, 0.0

0.0,0.0,1.0,0.0

0.0, 0.0, 1.0, 0.0

0.0,1.0,0.0,1.0

0.0, 1.0, 0.0, 1.0

在Matrix.setRotateM(videoTextureTransform,0,270,0,0,1);,

After "Matrix.setRotateM(videoTextureTransform, 0, 270 , 0, 0, 1);",

成为:

1.1924881E-8,-1.0,0.0,0.0

1.1924881E-8, -1.0, 0.0, 0.0

1.0,1.1924881E-8,0.0,0.0

1.0, 1.1924881E-8, 0.0, 0.0

0.0,0.0,1.0,0.0

0.0, 0.0, 1.0, 0.0

0.0,0.0,0.0,1.0

0.0, 0.0, 0.0, 1.0

和视频效果是:

推荐答案

需要法登的绕z轴的旋转矩阵所应遵循的正确翻译,使其回到屏幕上,可以这么说。我测试下的所有3个旋转的视频表面纹理:

fadden's rotation matrix about the z-axis needs to be followed by the correct translation to bring it back on-screen, so to speak. I've tested all 3 rotations below on SurfaceTexture video:

旋转90度

Matrix.rotateM(mTmpMatrix, 0, 90, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, 0, -1, 0);

旋转180

Matrix.rotateM(mTmpMatrix, 0, 180, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, -1, -1, 0);

旋转270

Matrix.rotateM(mTmpMatrix, 0, 270, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, -1, 0, 0);

这篇关于使用矩阵rotateM()从表面纹理,但腐败的视频输出旋转矩阵的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆