要在 Android 应用中使用 GLSurfaceView 和 Camera2 API 实现预览,可以参考以下步骤:
1. 在你的 Android 项目中添加 GLSurfaceView 控件,并在应用程序中初始化它。
2. 通过 Camera2 API 打开相机,并将相机输出连接到 GLSurfaceView 控件上。
3. 在 GLSurfaceView 控件中实现自定义的 Renderer,并在 Renderer 中实现图像渲染和处理逻辑。
4. 将渲染结果显示在 GLSurfaceView 控件上。
以下是一个简单的代码示例,演示如何使用 GLSurfaceView 和 Camera2 API 实现预览:
```java
public class PreviewActivity extends AppCompatActivity {
private CameraManager cameraManager;
private CameraDevice cameraDevice;
private CameraCaptureSession captureSession;
private CaptureRequest.Builder previewRequestBuilder;
private CaptureRequest previewRequest;
private Size previewSize;
private SurfaceTexture surfaceTexture;
private GLSurfaceView glSurfaceView;
private CameraDevice.StateCallback stateCallback = new CameraDevice.StateCallback() {
@Override
public void onOpened(@NonNull CameraDevice camera) {
cameraDevice = camera;
createCameraPreviewSession();
}
@Override
public void onDisconnected(@NonNull CameraDevice camera) {
cameraDevice.close();
cameraDevice = null;
}
@Override
public void onError(@NonNull CameraDevice camera, int error) {
cameraDevice.close();
cameraDevice = null;
}
};
private void openCamera() {
cameraManager = (CameraManager) getSystemService(Context.CAMERA_SERVICE);
try {
String cameraId = cameraManager.getCameraIdList()[0];
CameraCharacteristics characteristics = cameraManager.getCameraCharacteristics(cameraId);
StreamConfigurationMap map = characteristics.get(CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP);
previewSize = map.getOutputSizes(SurfaceTexture.class)[0];
surfaceTexture.setDefaultBufferSize(previewSize.getWidth(), previewSize.getHeight());
Surface previewSurface = new Surface(surfaceTexture);
previewRequestBuilder = cameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
previewRequestBuilder.addTarget(previewSurface);
cameraDevice.createCaptureSession(Arrays.asList(previewSurface), new CameraCaptureSession.StateCallback() {
@Override
public void onConfigured(@NonNull CameraCaptureSession session) {
captureSession = session;
updatePreview();
}
@Override
public void onConfigureFailed(@NonNull CameraCaptureSession session) {
}
}, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
private void createCameraPreviewSession() {
try {
surfaceTexture = glSurfaceView.getSurfaceTexture();
surfaceTexture.setDefaultBufferSize(previewSize.getWidth(), previewSize.getHeight());
openCamera();
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
private void updatePreview() {
previewRequestBuilder.set(CaptureRequest.CONTROL_MODE, CameraMetadata.CONTROL_MODE_AUTO);
previewRequest = previewRequestBuilder.build();
try {
captureSession.setRepeatingRequest(previewRequest, null, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new PreviewRenderer());
setContentView(glSurfaceView);
}
@Override
protected void onResume() {
super.onResume();
if (glSurfaceView != null) {
glSurfaceView.onResume();
}
if (cameraDevice == null) {
try {
cameraManager.openCamera(cameraManager.getCameraIdList()[0], stateCallback, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
}
@Override
protected void onPause() {
if (glSurfaceView != null) {
glSurfaceView.onPause();
}
if (cameraDevice != null) {
cameraDevice.close();
cameraDevice = null;
}
super.onPause();
}
private class PreviewRenderer implements GLSurfaceView.Renderer {
private final float[] vertexData = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
private final float[] textureData = {
0f, 1f,
1f, 1f,
0f, 0f,
1f, 0f
};
private int textureId;
private int program;
private int aPositionLocation;
private int aTextureLocation;
private int uTextureMatrixLocation;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
textureId = createTexture();
program = createProgram();
aPositionLocation = glGetAttribLocation(program, "aPosition");
aTextureLocation = glGetAttribLocation(program, "aTextureCoord");
uTextureMatrixLocation = glGetUniformLocation(program, "uTextureMatrix");
glClearColor(0f, 0f, 0f, 0f);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
glViewport(0, 0, width, height);
Matrix.scaleM(textureMatrix, 0, 1f, -1f, 1f);
Matrix.translateM(textureMatrix, 0, 0f, -1f, 0f);
Matrix.rotateM(textureMatrix, 0, 90f, 0f, 0f, 1f);
}
@Override
public void onDrawFrame(GL10 gl) {
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(aPositionLocation);
glVertexAttribPointer(aPositionLocation, 2, GL_FLOAT, false, 0, vertexBuffer);
glEnableVertexAttribArray(aTextureLocation);
glVertexAttribPointer(aTextureLocation, 2, GL_FLOAT, false, 0, textureBuffer);
glUniformMatrix4fv(uTextureMatrixLocation, 1, false, textureMatrix, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(aPositionLocation);
glDisableVertexAttribArray(aTextureLocation);
}
private int createTexture() {
int[] textures = new int[1];
glGenTextures(1, textures, 0);
int textureId = textures[0];
glBindTexture(GL_TEXTURE_EXTERNAL_OES, textureId);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return textureId;
}
private int createProgram() {
String vertexShaderCode = "attribute vec4 aPosition;\n" +
"attribute vec4 aTextureCoord;\n" +
"uniform mat4 uTextureMatrix;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" vTextureCoord = (uTextureMatrix * aTextureCoord).xy;\n" +
" gl_Position = aPosition;\n" +
"}";
String fragmentShaderCode = "#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;\n" +
"uniform samplerExternalOES uTexture;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(uTexture, vTextureCoord);\n" +
"}";
int vertexShader = loadShader(GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GL_FRAGMENT_SHADER, fragmentShaderCode);
int program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glUseProgram(program);
return program;
}
private int loadShader(int type, String code) {
int shader = glCreateShader(type);
glShaderSource(shader, code);
glCompileShader(shader);
return shader;
}
}
}
```
需要注意的是,这只是一个简单的示例,并且可能需要进行进一步的优化和改进,以满足你的实际需求和性能要求。同时,为了确保应用程序的稳定性,还需要进行充分的测试和错误处理。