使用OpenGL 2.0 API在GLSurfaceView上将Android Camera Preview旋转90度 [英] Rotating Android Camera Preview by 90 degrees on GLSurfaceView using OpenGL 2.0 APIs

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本文介绍了使用OpenGL 2.0 API在GLSurfaceView上将Android Camera Preview旋转90度的处理方法,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

注意:我是Android和OpenGL的新手.

Note I am new to both Android and OpenGL.

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(将我的相机以纵向分辨率与之匹配,因为我的应用程序处于纵向模式)将"Camera"角度旋转90度.我研究了 Android相机旋转,但它没有执行旋转.

I using the code to display Android Camera Preview on the screen. I would like to rotate the Camera angle by 90 degrees using OpenGL 2.0 (to match my camera in portrait resolution since my App is in portrait mode) in the class ' MainRenderer' below. I have looked into Android camera rotate but it did not execute rotation.

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.

Setting "android:rotation='90'" in layout xml rotates surface view but yields black surface - no camera preview.

由于我使用的是GLSurfaceView,因此现在我希望通过执行Matrix旋转和宽高比调整来在OpenGL 2.0中实际旋转相机预览.像这样的帖子很少 如何在OpenGL 2.0 ES中旋转相机视图 http://www. programcreek.com/java-api-examples/index.php?class=android.opengl.Matrix&method=rotateM 但由于我不熟悉OpenGL(我希望很快能熟悉它),因此我无法将API与以下代码相关联.

Since I am using GLSurfaceView, I am now looking to actually rotate the camera preview in OpenGL 2.0 instead by performing Matrix rotation and aspect ratio adjustment. There were few posts like How to rotate a camera view in OpenGL 2.0 ES and http://www.programcreek.com/java-api-examples/index.php?class=android.opengl.Matrix&method=rotateM but I could not relate API with the code below due to my unfamiliarity with OpenGL (which I am hoping to get familiar soon).

我了解也许rotateM和translateM(使用ModelViewProjection Matrix进行猜测)可能会完成我打算完成的任务.

I understand that maybe rotateM and translateM (guess using ModelViewProjection Matrix) may do what I intend to accomplish.

我想知道下面是否需要更改vtmp和ttmp?

I am wondering vtmp and ttmp may need to be altered below?

感谢您的帮助.

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

//在清单中

< 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;
  }
}

推荐答案

我认为,有几种方法取决于哪个更适合您:

I think there are few ways depends what suits you more:

  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. 您可以稍微更改顶点(与到目前为止相比,有一点点不同,我使用vec4而不是vec2,还需要做一些其他更改以在代码中加以说明):

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");

在绘图时指定您想要的任何角度:

when drawing specify any angle you would like to:

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

这篇关于使用OpenGL 2.0 API在GLSurfaceView上将Android Camera Preview旋转90度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!

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