Android音視頻(六) 使用OpenGL ES 3.0預覽Camera

剛學習了OpenGL的紋理相關知識,終於能夠接着寫Android音視頻系列了。git

本篇博客會介紹使用OpenGL ES 3.0相關知識預覽Camera,而且提供Camera和Camera2兩個版本實現。github

總體流程

  1. 在 GLSurfaceView.Render 中建立一個紋理,再使用該紋理建立一個 SurfaceTexture。
  2. 將該SurfaceTexture 做爲相機預覽輸出
    • 使用Camera時直接將該SurfaceTexture傳給相機。
    • 使用Camera2時使用該SurfaceTexture建立一個 Surface 傳給相機。
  3. 使用 GLSurfaceView.Render 將該紋理渲染到 GLSurfaceView 窗口上。
  4. 使用 GLSurfaceTexture 的 setOnFrameAvailableListener 方法給 SurfaceTexture 添加一個數據幀數據可用的監聽器,在監聽器中調用 GLSurfaceView 的 requestRender 方法渲染該幀數據,這樣相機每次輸出一幀數據就能夠渲染一次,就能夠在GLSurfaceView窗口中看到相機的預覽數據了。

着色器

頂點着色器session

#version 300 es
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec4 aTextureCoord;
//紋理矩陣
uniform mat4 uTextureMatrix;
out vec2 yuvTexCoords;
void main() {
    gl_Position  = vPosition;
    gl_PointSize = 10.0;
    //只保留x和y份量
    yuvTexCoords = (uTextureMatrix * aTextureCoord).xy;
}
複製代碼

片斷着色器ide

#version 300 es
//OpenGL ES3.0外部紋理擴展
#extension GL_OES_EGL_image_external_essl3 : require
precision mediump float;
uniform samplerExternalOES yuvTexSampler;
in vec2 yuvTexCoords;
out vec4 vFragColor;
void main() {
    vFragColor = texture(yuvTexSampler, yuvTexCoords);
}
複製代碼

紋理的類型須要使用 samplerExternalOES ,而不是以前渲染圖片的 sampler2D。學習

咱們知道Android相機輸出的原始數據通常都爲YUV數據,而在OpenGL中使用的絕大部分紋理ID都是RGBA的格式,因此原始數據都是沒法直接用OpenGL ES來渲染的。因此咱們添加了一個擴展#extension GL_OES_EGL_image_external_essl3 : require,其中定義了一個紋理的擴展類型GL_TEXTURE_EXTERNAL_OES。後面綁定紋理時須要綁定到GL_TEXTURE_EXTERNAL_OES上,而不是類型GL_TEXTURE_2D上。ui

/** * 加載外部紋理 * @return */
public int loadTexture() {
    int[] tex = new int[1];
    //建立一個紋理
    GLES30.glGenTextures(1, tex, 0);
    //綁定到外部紋理上
    GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex[0]);
    //設置紋理過濾參數
    GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
    GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
    GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
    GLES30.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
    //解除紋理綁定
    GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
    return tex[0];
}
複製代碼

Camera

初始化

public CameraSurfaceRenderer(GLSurfaceView glSurfaceView) {
    //前置攝像頭
    this.mCameraId = Camera.CameraInfo.CAMERA_FACING_FRONT; 
    //傳入的SurfaceView
    this.mGLSurfaceView = glSurfaceView;
    // 打開Camera
    mCamera = Camera.open(mCameraId);
    // 設置預覽角度
    setCameraDisplayOrientation(mCameraId, mCamera);
    
    ......
}
複製代碼

onSurfaceCreated

//設置背景顏色
GLES30.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
//編譯
final int vertexShaderId = RenderUtil.compileShader(GLES30.GL_VERTEX_SHADER,ResReadUtils.readResource(R.raw.vertex_camera_shader));
final int fragmentShaderId = RenderUtil.compileShader(GLES30.GL_FRAGMENT_SHADER,ResReadUtils.readResource(R.raw.fragment_camera_shader));
//連接程序片斷
mProgram = RenderUtil.linkProgram(vertexShaderId, fragmentShaderId);

uTextureMatrixLocation = GLES30.glGetUniformLocation(mProgram, "uTextureMatrix");
//獲取Shader中定義的變量在program中的位置
uTextureSamplerLocation = GLES30.glGetUniformLocation(mProgram, "yuvTexSampler");

//加載紋理
textureId = loadTexture();
//加載SurfaceTexture
loadSurfaceTexture(textureId);
複製代碼

其實前面部分和加載圖片沒有什麼區別,最後兩行,對應上面流程中的一、2步。建立紋理,綁定外部紋理,而後根據紋理ID建立SurfaceTexture做爲相機預覽輸出。this

public boolean loadSurfaceTexture(int textureId) {
        //根據紋理ID建立SurfaceTexture
        mSurfaceTexture = new SurfaceTexture(textureId);
        mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
            @Override
            public void onFrameAvailable(SurfaceTexture surfaceTexture) {
                // 渲染幀數據
                mGLSurfaceView.requestRender();
            }
        });
        //SurfaceTexture做爲相機預覽輸出
        try {
            mCamera.setPreviewTexture(mSurfaceTexture);
        } catch (IOException e) {
            e.printStackTrace();
            return false;
        }
        //開啓相機預覽
        mCamera.startPreview();
        return true;
    }
複製代碼

繪製

@Override
public void onDrawFrame(GL10 gl) {
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);

    //使用程序片斷
    GLES30.glUseProgram(mProgram);

    //更新紋理圖像
    mSurfaceTexture.updateTexImage();
    mSurfaceTexture.getTransformMatrix(transformMatrix);

    //激活紋理單元0
    GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
    //綁定外部紋理到紋理單元0
    GLES30.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
    //將此紋理單元牀位片斷着色器的uTextureSampler外部紋理採樣器
    GLES30.glUniform1i(uTextureSamplerLocation, 0);

    //將紋理矩陣傳給片斷着色器
    GLES30.glUniformMatrix4fv(uTextureMatrixLocation, 1, false, transformMatrix, 0);

    GLES30.glEnableVertexAttribArray(0);
    GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, vertexBuffer);

    GLES30.glEnableVertexAttribArray(1);
    GLES30.glVertexAttribPointer(1, 2, GLES30.GL_FLOAT, false, 0, mTexVertexBuffer);

    // 繪製
    GLES20.glDrawElements(GLES20.GL_TRIANGLES, VERTEX_INDEX.length, GLES20.GL_UNSIGNED_SHORT, mVertexIndexBuffer);
}
複製代碼

Activity顯示

private void setupViews() {
    //實例化一個GLSurfaceView
    mGLSurfaceView = new GLSurfaceView(this);
    mGLSurfaceView.setEGLContextClientVersion(3);
    mGLSurfaceView.setRenderer(new CameraSurfaceRenderer(mGLSurfaceView));
    setContentView(mGLSurfaceView);
}
複製代碼

Camera2

使用Camera2在OpenGL方面實際上是同樣的,並無什麼改動。因此只須要看一下Camera2的調用就好。spa

@Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Log.e("Renderer", "onSurfaceCreated");
        //加載紋理
        textureId = loadTexture();
        //建立SurfaceTexture,放到前面是爲了防止Camera打開後獲取SurfaceTexture爲空
        mSurfaceTexture = new SurfaceTexture(textureId);
//設置背景顏色
        GLES30.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        //編譯
        final int vertexShaderId = RenderUtil.compileShader(GLES30.GL_VERTEX_SHADER, ResReadUtils.readResource(R.raw.vertex_camera_shader));
        final int fragmentShaderId = RenderUtil.compileShader(GLES30.GL_FRAGMENT_SHADER, ResReadUtils.readResource(R.raw.fragment_camera_shader));
        //連接程序片斷
        mProgram = RenderUtil.linkProgram(vertexShaderId, fragmentShaderId);

        uTextureMatrixLocation = GLES30.glGetUniformLocation(mProgram, "uTextureMatrix");
        //獲取Shader中定義的變量在program中的位置
        uTextureSamplerLocation = GLES30.glGetUniformLocation(mProgram, "yuvTexSampler");
    }
複製代碼
// 提供方法獲取SurfaceTexture
public SurfaceTexture getSurfaceTexture() {
    return mSurfaceTexture;
}
複製代碼

初始化

private void initCamera() {
        cameraManager = (CameraManager) MyApplication.getApplication().getSystemService(Context.CAMERA_SERVICE);
        //獲取指定相機的輸出尺寸列表
        outputSizes = getCameraOutputSizes(cameraId, SurfaceTexture.class);
        photoSize = outputSizes.get(1);
    }
複製代碼

打開攝像頭

@SuppressLint("MissingPermission")
private void openCamera() {
    try {
        cameraManager.openCamera(String.valueOf(cameraId), cameraStateCallback, null);
    } catch (CameraAccessException e) {
        e.printStackTrace();
        Log.e(TAG, "openCamera fail");
    }
}
複製代碼
CameraDevice.StateCallback cameraStateCallback = new CameraDevice.StateCallback() {
    @Override
    public void onOpened(CameraDevice camera) {
        //從Renderer中獲取SurfaceTexture
        surfaceTexture = camera2SurfaceRenderer.getSurfaceTexture();
        if (surfaceTexture == null) {
            return;
        }
        surfaceTexture.setDefaultBufferSize(photoSize.getWidth(), photoSize.getHeight());
        surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
            @Override
            public void onFrameAvailable(final SurfaceTexture surfaceTexture) {
                mGLSurfaceView.requestRender();
            }
        });
        // 根據SurfaceTexture建立Surface,做爲預覽數據的Target
        surface = new Surface(surfaceTexture);

        try {
            cameraDevice = camera;
            previewRequestBuilder = cameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
            previewRequestBuilder.addTarget(surface);
            previewRequest = previewRequestBuilder.build();

            cameraDevice.createCaptureSession(Arrays.asList(surface), sessionsStateCallback, null);
        } catch (CameraAccessException e) {
            e.printStackTrace();
        }
    }

    @Override
    public void onDisconnected(CameraDevice camera) {
    }

    @Override
    public void onError(CameraDevice camera, int error) {
        Log.e(TAG, "Open onError");
    }
};
複製代碼

最後看我路飛

源碼地址code