1. 前言
这段时间,在使用 natario1/CameraView 来实现带滤镜的预览
、拍照
、录像
功能。
由于CameraView
封装的比较到位,在项目前期,的确为我们节省了不少时间。
但随着项目持续深入,对于CameraView
的使用进入深水区,逐渐出现满足不了我们需求的情况。
特别是对于使用MultiFilter
,叠加2
个滤镜拍照是正常的,叠加2
个以上滤镜拍照,预览时正常,拍出的照片就会全黑。
Github
中的issues
中,也有不少提这个BUG
的,但是作者一直没有修复该问题。
上篇文章,我们已经对带滤镜拍照的整个流程有了大概的了解,这篇文章,我们重点来看takeFrame
方法,这是带滤镜拍照的核心代码。
接下来我们就来解析takeFrame
的源码
2. 创建EGL窗口
首先,会创建EGL
窗口,这里创建了一个假的,前台不可见的一个EGL
窗口,专门用来保存图片
// 0. EGL window will need an output.
// We create a fake one as explained in javadocs.
final int fakeOutputTextureId = 9999;
SurfaceTexture fakeOutputSurface = new SurfaceTexture(fakeOutputTextureId);
fakeOutputSurface.setDefaultBufferSize(mResult.size.getWidth(), mResult.size.getHeight());
3. 创建EGL Surface
接着,来创建EglSurface
// 1. Create an EGL surface
final EglCore core = new EglCore(eglContext, EglCore.FLAG_RECORDABLE);
final EglSurface eglSurface = new EglWindowSurface(core, fakeOutputSurface);
eglSurface.makeCurrent();
3.1 EglSurface
其中,这个com.otaliastudios.opengl.EglSurface
是作者自己创建的,继承自EglNativeSurface
public open class EglNativeSurface internal constructor(
internal var eglCore: EglCore,
internal var eglSurface: EglSurface) {
private var width = -1
private var height = -1
/**
* Can be called by subclasses whose width is guaranteed to never change,
* so we can cache this value. For window surfaces, this should not be called.
*/
@Suppress("unused")
protected fun setWidth(width: Int) {
this.width = width
}
/**
* Can be called by subclasses whose height is guaranteed to never change,
* so we can cache this value. For window surfaces, this should not be called.
*/
@Suppress("unused")
protected fun setHeight(height: Int) {
this.height = height
}
/**
* Returns the surface's width, in pixels.
*
* If this is called on a window surface, and the underlying surface is in the process
* of changing size, we may not see the new size right away (e.g. in the "surfaceChanged"
* callback). The size should match after the next buffer swap.
*/
@Suppress("MemberVisibilityCanBePrivate")
public fun getWidth(): Int {
return if (width < 0) {
eglCore.querySurface(eglSurface, EGL_WIDTH)
} else {
width
}
}
/**
* Returns the surface's height, in pixels.
*/
@Suppress("MemberVisibilityCanBePrivate")
public fun getHeight(): Int {
return if (height < 0) {
eglCore.querySurface(eglSurface, EGL_HEIGHT)
} else {
height
}
}
/**
* Release the EGL surface.
*/
public open fun release() {
eglCore.releaseSurface(eglSurface)
eglSurface = EGL_NO_SURFACE
height = -1
width = -1
}
/**
* Whether this surface is current on the
* attached [EglCore].
*/
@Suppress("MemberVisibilityCanBePrivate")
public fun isCurrent(): Boolean {
return eglCore.isSurfaceCurrent(eglSurface)
}
/**
* Makes our EGL context and surface current.
*/
@Suppress("unused")
public fun makeCurrent() {
eglCore.makeSurfaceCurrent(eglSurface)
}
/**
* Makes no surface current for the attached [eglCore].
*/
@Suppress("unused")
public fun makeNothingCurrent() {
eglCore.makeCurrent()
}
/**
* Sends the presentation time stamp to EGL.
* [nsecs] is the timestamp in nanoseconds.
*/
@Suppress("unused")
public fun setPresentationTime(nsecs: Long) {
eglCore.setSurfacePresentationTime(eglSurface, nsecs)
}
}
3.2 EglCore
可以看到EglNativeSurface
内部其实基本上就是调用的EglCore
,EglCore
内部封装了EGL
相关的方法。
这里的具体实现我们不需要细看,只需要知道EglSurface
是作者自己实现的一个Surface
就可以了,内部封装了EGL
,可以实现和GlSurfaceView
类似的一些功能,在这里使用的EglSurface
是专门给拍照准备的。
这样做的好处在于拍照的时候,预览界面(GLSurfaceView
)不会出现卡顿的现象,但是坏处也显而易见,就是可能会出现预览效果和拍照的实际效果不一致的情况。(也就是本文所遇到的BUG
的情况)
OpenGL
是一个跨平台的操作GPU
的API
,OpenGL
需要本地视窗系统进行交互,就需要一个中间控制层。
EGL
就是连接OpenGL ES
和本地窗口系统的接口,引入EGL
就是为了屏蔽不同平台上的区别。
public expect class EglCore : EglNativeCore
public open class EglNativeCore internal constructor(sharedContext: EglContext = EGL_NO_CONTEXT, flags: Int = 0) {
private var eglDisplay: EglDisplay = EGL_NO_DISPLAY
private var eglContext: EglContext = EGL_NO_CONTEXT
private var eglConfig: EglConfig? = null
private var glVersion = -1 // 2 or 3
init {
eglDisplay = eglGetDefaultDisplay()
if (eglDisplay === EGL_NO_DISPLAY) {
throw RuntimeException("unable to get EGL14 display")
}
if (!eglInitialize(eglDisplay, IntArray(1), IntArray(1))) {
throw RuntimeException("unable to initialize EGL14")
}
// Try to get a GLES3 context, if requested.
val chooser = EglNativeConfigChooser()
val recordable = flags and FLAG_RECORDABLE != 0
val tryGles3 = flags and FLAG_TRY_GLES3 != 0
if (tryGles3) {
val config = chooser.getConfig(eglDisplay, 3, recordable)
if (config != null) {
val attributes = intArrayOf(EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE)
val context = eglCreateContext(eglDisplay, config, sharedContext, attributes)
try {
Egloo.checkEglError("eglCreateContext (3)")
eglConfig = config
eglContext = context
glVersion = 3
} catch (e: Exception) {
// Swallow, will try GLES2
}
}
}
// If GLES3 failed, go with GLES2.
val tryGles2 = eglContext === EGL_NO_CONTEXT
if (tryGles2) {
val config = chooser.getConfig(eglDisplay, 2, recordable)
if (config != null) {
val attributes = intArrayOf(EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE)
val context = eglCreateContext(eglDisplay, config, sharedContext, attributes)
Egloo.checkEglError("eglCreateContext (2)")
eglConfig = config
eglContext = context
glVersion = 2
} else {
throw RuntimeException("Unable to find a suitable EGLConfig")
}
}
}
/**
* Discards all resources held by this class, notably the EGL context. This must be
* called from the thread where the context was created.
* On completion, no context will be current.
*/
internal open fun release() {
if (eglDisplay !== EGL_NO_DISPLAY) {
// Android is unusual in that it uses a reference-counted EGLDisplay. So for
// every eglInitialize() we need an eglTerminate().
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)
eglDestroyContext(eglDisplay, eglContext)
eglReleaseThread()
eglTerminate(eglDisplay)
}
eglDisplay = EGL_NO_DISPLAY
eglContext = EGL_NO_CONTEXT
eglConfig = null
}
/**
* Makes this context current, with no read / write surfaces.
*/
internal open fun makeCurrent() {
if (!eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, eglContext)) {
throw RuntimeException("eglMakeCurrent failed")
}
}
/**
* Destroys the specified surface. Note the EGLSurface won't actually be destroyed if it's
* still current in a context.
*/
internal fun releaseSurface(eglSurface: EglSurface) {
eglDestroySurface(eglDisplay, eglSurface)
}
/**
* Creates an EGL surface associated with a Surface.
* If this is destined for MediaCodec, the EGLConfig should have the "recordable" attribute.
*/
internal fun createWindowSurface(surface: Any): EglSurface {
// Create a window surface, and attach it to the Surface we received.
val surfaceAttribs = intArrayOf(EGL_NONE)
val eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig!!, surface, surfaceAttribs)
Egloo.checkEglError("eglCreateWindowSurface")
if (eglSurface === EGL_NO_SURFACE) throw RuntimeException("surface was null")
return eglSurface
}
/**
* Creates an EGL surface associated with an offscreen buffer.
*/
internal fun createOffscreenSurface(width: Int, height: Int): EglSurface {
val surfaceAttribs = intArrayOf(EGL_WIDTH, width, EGL_HEIGHT, height, EGL_NONE)
val eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig!!, surfaceAttribs)
Egloo.checkEglError("eglCreatePbufferSurface")
if (eglSurface === EGL_NO_SURFACE) throw RuntimeException("surface was null")
return eglSurface
}
/**
* Makes our EGL context current, using the supplied surface for both "draw" and "read".
*/
internal fun makeSurfaceCurrent(eglSurface: EglSurface) {
if (eglDisplay === EGL_NO_DISPLAY) logv("EglCore", "NOTE: makeSurfaceCurrent w/o display")
if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
throw RuntimeException("eglMakeCurrent failed")
}
}
/**
* Makes our EGL context current, using the supplied "draw" and "read" surfaces.
*/
internal fun makeSurfaceCurrent(drawSurface: EglSurface, readSurface: EglSurface) {
if (eglDisplay === EGL_NO_DISPLAY) logv("EglCore", "NOTE: makeSurfaceCurrent w/o display")
if (!eglMakeCurrent(eglDisplay, drawSurface, readSurface, eglContext)) {
throw RuntimeException("eglMakeCurrent(draw,read) failed")
}
}
/**
* Calls eglSwapBuffers. Use this to "publish" the current frame.
* @return false on failure
*/
internal fun swapSurfaceBuffers(eglSurface: EglSurface): Boolean {
return eglSwapBuffers(eglDisplay, eglSurface)
}
/**
* Sends the presentation time stamp to EGL. Time is expressed in nanoseconds.
*/
internal fun setSurfacePresentationTime(eglSurface: EglSurface, nsecs: Long) {
eglPresentationTime(eglDisplay, eglSurface, nsecs)
}
/**
* Returns true if our context and the specified surface are current.
*/
internal fun isSurfaceCurrent(eglSurface: EglSurface): Boolean {
return eglContext == eglGetCurrentContext()
&& eglSurface == eglGetCurrentSurface(EGL_DRAW)
}
/**
* Performs a simple surface query.
*/
internal fun querySurface(eglSurface: EglSurface, what: Int): Int {
val value = IntArray(1)
eglQuerySurface(eglDisplay, eglSurface, what, value)
return value[0]
}
public companion object {
/**
* Constructor flag: surface must be recordable. This discourages EGL from using a
* pixel format that cannot be converted efficiently to something usable by the video
* encoder.
*/
internal const val FLAG_RECORDABLE = 0x01
/**
* Constructor flag: ask for GLES3, fall back to GLES2 if not available. Without this
* flag, GLES2 is used.
*/
internal const val FLAG_TRY_GLES3 = 0x02
}
}
4. 修改transform
这里的mTextureDrawer
是GlTextureDrawer
,GlTextureDrawer
是一个绘制的管理类,无论是GlCameraPreview
(预览)还是SnapshotGlPictureRecorder
(带滤镜拍照),都是调用GlTextureDrawer.draw()
来渲染openGL
的。
public class GlTextureDrawer {
//...省略了不重要的代码...
private final GlTexture mTexture;
private float[] mTextureTransform = Egloo.IDENTITY_MATRIX.clone();
public void draw(final long timestampUs) {
//...省略了不重要的代码...
if (mProgramHandle == -1) {
mProgramHandle = GlProgram.create(
mFilter.getVertexShader(),
mFilter.getFragmentShader());
mFilter.onCreate(mProgramHandle);
}
GLES20.glUseProgram(mProgramHandle);
mTexture.bind();
mFilter.draw(timestampUs, mTextureTransform);
mTexture.unbind();
GLES20.glUseProgram(0);
}
public void release() {
if (mProgramHandle == -1) return;
mFilter.onDestroy();
GLES20.glDeleteProgram(mProgramHandle);
mProgramHandle = -1;
}
}
而transform
,也就是mTextureTransform
,会传到Filter.draw()
中,最终会改变OpenGL
绘制的坐标矩阵,也就是GLSL
中的uMVPMatrix
变量。
而这边就是修改transform
的值,从而对图像进行镜像、旋转等操作。
final float[] transform = mTextureDrawer.getTextureTransform();
// 2. Apply preview transformations
surfaceTexture.getTransformMatrix(transform);
float scaleTranslX = (1F - scaleX) / 2F;
float scaleTranslY = (1F - scaleY) / 2F;
Matrix.translateM(transform, 0, scaleTranslX, scaleTranslY, 0);
Matrix.scaleM(transform, 0, scaleX, scaleY, 1);
// 3. Apply rotation and flip
// If this doesn't work, rotate "rotation" before scaling, like GlCameraPreview does.
Matrix.translateM(transform, 0, 0.5F, 0.5F, 0); // Go back to 0,0
Matrix.rotateM(transform, 0, rotation + mResult.rotation, 0, 0, 1); // Rotate to OUTPUT
Matrix.scaleM(transform, 0, 1, -1, 1); // Vertical flip because we'll use glReadPixels
Matrix.translateM(transform, 0, -0.5F, -0.5F, 0); // Go back to old position
5. 绘制Overlay
这个没有研究过,似乎是用来绘制覆盖层。这不重要,这里跳过,一般也不会进入这个逻辑。
// 4. Do pretty much the same for overlays
if (mHasOverlay) {
// 1. First we must draw on the texture and get latest image
mOverlayDrawer.draw(Overlay.Target.PICTURE_SNAPSHOT);
// 2. Then we can apply the transformations
Matrix.translateM(mOverlayDrawer.getTransform(), 0, 0.5F, 0.5F, 0);
Matrix.rotateM(mOverlayDrawer.getTransform(), 0, mResult.rotation, 0, 0, 1);
Matrix.scaleM(mOverlayDrawer.getTransform(), 0, 1, -1, 1); // Vertical flip because we'll use glReadPixels
Matrix.translateM(mOverlayDrawer.getTransform(), 0, -0.5F, -0.5F, 0);
}
mResult.rotation = 0;
6. 绘制并保存
这里就是带滤镜拍照部分,核心中的核心代码了。
这里主要分为两步
mTextureDrawer.draw
: 绘制滤镜eglSurface.toByteArray
: 将画面保存为JPEG
格式的Byte
数组
// 5. Draw and save
long timestampUs = surfaceTexture.getTimestamp() / 1000L;
LOG.i("takeFrame:", "timestampUs:", timestampUs);
mTextureDrawer.draw(timestampUs);
if (mHasOverlay) mOverlayDrawer.render(timestampUs);
mResult.data = eglSurface.toByteArray(Bitmap.CompressFormat.JPEG);
这部分具体的代码具体详见下篇文章
7. 释放资源
// 6. Cleanup
eglSurface.release();
mTextureDrawer.release();
fakeOutputSurface.release();
if (mHasOverlay) mOverlayDrawer.release();
core.release();
dispatchResult();
8. 其他
8.1 解决CameraView滤镜黑屏系列
Android 解决CameraView叠加2个以上滤镜拍照黑屏的BUG (一)_氦客的博客-CSDN博客
Android 解决CameraView叠加2个以上滤镜拍照黑屏的BUG (二)_氦客的博客-CSDN博客
Android 解决CameraView叠加2个以上滤镜拍照黑屏的BUG (三)_氦客的博客-CSDN博客
8.2 Android Camera2 系列
更多Camera2相关文章,请看
十分钟实现 Android Camera2 相机预览_氦客的博客-CSDN博客
十分钟实现 Android Camera2 相机拍照_氦客的博客-CSDN博客
十分钟实现 Android Camera2 视频录制_氦客的博客-CSDN博客
8.3 Android 相机相关文章
Android 使用CameraX实现预览/拍照/录制视频/图片分析/对焦/缩放/切换摄像头等操作_氦客的博客-CSDN博客
Android 从零开发一个简易的相机App_android开发简易app_氦客的博客-CSDN博客
Android 使用Camera1实现相机预览、拍照、录像_android 相机预览_氦客的博客-CSDN博客