使用 SurfaceTexture 和 OpenGL 修改相机输出
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【中文标题】使用 SurfaceTexture 和 OpenGL 修改相机输出【英文标题】:Modifying camera output using SurfaceTexture and OpenGL 【发布时间】:2012-09-13 05:01:46 【问题描述】:我正在尝试通过 openGL 过滤器运行来自相机硬件的流,然后在 GLSurfaceView 中显示它来过滤来自相机硬件的流。当 openGL 去渲染帧时,LogCat 反复吐出一个错误:
[unnamed-3314-0] updateTexImage:清除 GL 错误:0x502
0x502 是一个通用的 openGL 错误,并不能真正帮助我找出问题所在。这是代码如何工作的序列(或者至少应该像我想象的那样工作),我已经在下面复制了我的代码。我希望其他人能看到我的问题。
创建新的 MyGLSurfaceView。这也在内部创建了新的 MyGL20Renderer 对象。这个 MyGLSurfaceView 被设置为内容视图。 一旦 MyGLSurfaceView 完成膨胀/初始化,此完成事件将触发渲染器创建 DirectVideo 绘制对象,该对象编译/链接定义的着色器并将它们添加到 openGL 程序。然后它会创建一个新的 openGL 纹理对象,然后使用纹理对象 ID 回调 MainActivity。 当从渲染器调用 MainActivity 方法时,它会使用传递的 openGL 纹理对象创建一个新的 SurfaceTexture 对象。然后它将自己设置为表面的 onFrameListener。然后它创建/打开相机对象,将创建的 SurfaceTexture 设置为视频流的目标,并启动相机源。 当提要中的帧可用时,onFrameAvailable 会向渲染器发送渲染请求。这是在 openGL 线程上获取的,该线程调用 SurfaceTexture 的 updateTexImage(),它将帧内存加载到 openGL 纹理中。然后它调用 DirectVideo 的绘图对象,并运行 openGL 程序序列。 如果我注释掉这个 .draw() 行,上面提到的错误就会消失,所以问题可能出在这里的某个地方,但我不排除它是由不正确的链接/创建的纹理引起的。
MainActivity.java
public class MainActivity extends Activity implements SurfaceTexture.OnFrameAvailableListener
private Camera mCamera;
private MyGLSurfaceView glSurfaceView;
private SurfaceTexture surface;
MyGL20Renderer renderer;
@Override
public void onCreate(Bundle savedInstanceState)
super.onCreate(savedInstanceState);
glSurfaceView = new MyGLSurfaceView(this);
renderer = glSurfaceView.getRenderer();
setContentView(glSurfaceView);
public void startCamera(int texture)
surface = new SurfaceTexture(texture);
surface.setOnFrameAvailableListener(this);
renderer.setSurface(surface);
mCamera = Camera.open();
try
mCamera.setPreviewTexture(surface);
mCamera.startPreview();
catch (IOException ioe)
Log.w("MainActivity","CAM LAUNCH FAILED");
public void onFrameAvailable(SurfaceTexture surfaceTexture)
glSurfaceView.requestRender();
@Override
public void onPause()
mCamera.stopPreview();
mCamera.release();
System.exit(0);
MyGLSurfaceView.java
class MyGLSurfaceView extends GLSurfaceView
MyGL20Renderer renderer;
public MyGLSurfaceView(Context context)
super(context);
setEGLContextClientVersion(2);
renderer = new MyGL20Renderer((MainActivity)context);
setRenderer(renderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
public MyGL20Renderer getRenderer()
return renderer;
MyGL20Renderer.java
public class MyGL20Renderer implements GLSurfaceView.Renderer
DirectVideo mDirectVideo;
int texture;
private SurfaceTexture surface;
MainActivity delegate;
public MyGL20Renderer(MainActivity _delegate)
delegate = _delegate;
public void onSurfaceCreated(GL10 unused, EGLConfig config)
mDirectVideo = new DirectVideo(texture);
texture = createTexture();
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
delegate.startCamera(texture);
public void onDrawFrame(GL10 unused)
float[] mtx = new float[16];
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
surface.updateTexImage();
surface.getTransformMatrix(mtx);
mDirectVideo.draw();
public void onSurfaceChanged(GL10 unused, int width, int height)
GLES20.glViewport(0, 0, width, height);
static public int loadShader(int type, String shaderCode)
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
static private int createTexture()
int[] texture = new int[1];
GLES20.glGenTextures(1,texture, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
return texture[0];
public void setSurface(SurfaceTexture _surface)
surface = _surface;
DirectVideo.java
public class DirectVideo
private final String vertexShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"attribute vec4 position;" +
"attribute vec4 inputTextureCoordinate;" +
"varying vec2 textureCoordinate;" +
"void main()" +
""+
"gl_Position = position;"+
"textureCoordinate = inputTextureCoordinate.xy;" +
"";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() " +
" gl_FragColor = vColor;" +
"";
private FloatBuffer vertexBuffer, textureVerticesBuffer;
private ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mTextureCoordHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 2;
static float squareVertices[] = // in counterclockwise order:
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
;
private short drawOrder[] = 0, 1, 2, 0, 2, 3 ; // order to draw vertices
static float textureVertices[] = // in counterclockwise order:
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f
;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int texture;
public DirectVideo(int _texture)
texture = _texture;
ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareVertices);
vertexBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
bb2.order(ByteOrder.nativeOrder());
textureVerticesBuffer = bb2.asFloatBuffer();
textureVerticesBuffer.put(textureVertices);
textureVerticesBuffer.position(0);
int vertexShader = MyGL20Renderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGL20Renderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram);
public void draw()
GLES20.glUseProgram(mProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "position");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,vertexStride, vertexBuffer);
mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,vertexStride, textureVerticesBuffer);
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mTextureCoordHandle);
【问题讨论】:
502 是GL_INVALID_OPERATION
。您可以在调用 updateTexImage 之前尝试显式检查错误吗? Assert.assertTrue(GLES20.glGetError() == 0);
可能是您所做的某些事情导致了错误,并且在 updateTexImage 调用它之前不会对其进行查询。从该错误消息中不清楚该错误是由 updateTexImage 引起的,还是之前的未决错误。
确实,你是对的。 draw 函数在初始化期间运行良好,但在第一个 onFrameAvailable 发出渲染请求时进行的第一次 draw() 调用,ASSERT 失败。
您必须在整个绘图函数中添加断言,直到找到导致错误的 OpenGL 调用。
实际上更进一步;假设 glGetError 将“错误”重置为 0,问题可能出在绘图函数中。当在 updateTexImage() 调用之前、在 updateTexImage() 调用之后但在 DirectVideo.draw() 调用之前以及在 DirectVideo.draw() 调用之后调用 onDrawFrame 时,我将调试输出设置为没有错误。前两个通过没有错误,但第三个没有。所以,我之前发布的行为似乎是前一帧渲染触发 Assert 的残留错误。
好的,我会尝试一下,看看会出现什么。谢谢!
【参考方案1】:
mDirectVideo = new DirectVideo(texture);
texture = createTexture();
应该是
texture = createTexture();
mDirectVideo = new DirectVideo(texture);
着色器
private final String vertexShaderCode =
"attribute vec4 position;" +
"attribute vec2 inputTextureCoordinate;" +
"varying vec2 textureCoordinate;" +
"void main()" +
""+
"gl_Position = position;"+
"textureCoordinate = inputTextureCoordinate;" +
"";
private final String fragmentShaderCode =
"#extension GL_OES_EGL_image_external : require\n"+
"precision mediump float;" +
"varying vec2 textureCoordinate; \n" +
"uniform samplerExternalOES s_texture; \n" +
"void main() " +
" gl_FragColor = texture2D( s_texture, textureCoordinate );\n" +
"";
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
应该是
mColorHandle = GLES20.glGetAttribLocation(mProgram, "s_texture");
从 DirectVideo draw.glVertexAttribPointer 等中删除初始化的东西。把它放在一些初始化函数中。
public void draw()
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
【讨论】:
我相信这确实解决了它。谢谢! (并被接受;迟到总比没有好)。 hmm.. @DanCollins 我遵循了所有这些步骤,但只有一个灰屏......有什么建议吗? 坐标也关闭了,奇怪的三角形。对于本地电话使用,请使用:static float squareVertices[] = -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f ; static float textureVertices[] = 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, ;
我已经根据您的建议尝试了该项目,并创建了一个 GitHub 存储库,结果为:link。我移动了 GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,vertexStride, textureVerticesBuffer);方法调用 DirectVideo 以使其正常工作。显示的图像仍然是镜像反转的。非常欢迎任何解决此问题的建议。
要移除镜像反转,请将 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 替换为 0.0f, 1.0f, 1.0 f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 以上是关于使用 SurfaceTexture 和 OpenGL 修改相机输出的主要内容,如果未能解决你的问题,请参考以下文章
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