网站开发公司排名前十,南京外贸推广,沈阳创新网站建设报价,wordpress技术博客主题1. 前言
这段时间#xff0c;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#xff0c;在项目前期#xff0c;的确为我们节省了不少时间。 但随着项目持续深入#xff0c;对于CameraView的使用进入深水区#xff0c;逐…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。 Github中的issues中有些BUG作者一直没有修复。
那要怎么办呢 ? 项目迫切地需要实现相关功能只能自己硬着头皮去看它的源码去解决这些问题。 上篇文章我们对带滤镜拍照的相关类有了大致的了解这篇文章我们来看下CameraView是怎么实现带滤镜预览的。
以下源码解析基于CameraView 2.7.2
implementation(com.otaliastudios:cameraview:2.7.2)为了在博客上更好的展示本文贴出的代码进行了部分精简 2. 初始化CameraEngine
这部分逻辑和普通的预览一样 : Android 相机库CameraView源码解析 (一) : 预览 这里就略过了。
protected CameraEngine instantiateCameraEngine(Engine engine, CameraEngine.Callback callback) {if (mExperimental engine Engine.CAMERA2) {return new Camera2Engine(callback);} else {mEngine Engine.CAMERA1;return new Camera1Engine(callback);}
}3. 初始化CameraPreview
这里和不同预览不同的地方是普通的预览创建的是SurfaceCameraPreview而使用OpenGL的预览使用的是GlCameraPreview
protected CameraPreview instantiatePreview(NonNull Preview preview,NonNull Context context,NonNull ViewGroup container) {switch (preview) {case SURFACE:return new SurfaceCameraPreview(context, container);case TEXTURE: {if (isHardwareAccelerated()) {// TextureView is not supported without hardware acceleration.return new TextureCameraPreview(context, container);}}case GL_SURFACE:default: {mPreview Preview.GL_SURFACE;return new GlCameraPreview(context, container);}}
}4. 初始化GLSurfaceView
在GlCameraPreview的onCreateView()方法中初始化了GLSurfaceView
4.1 初始化布局
在初始化布局中通过findViewById获得了GLSurfaceView
protected GLSurfaceView onCreateView(NonNull Context context, NonNull ViewGroup parent) {ViewGroup root (ViewGroup) LayoutInflater.from(context).inflate(R.layout.cameraview_gl_view, parent, false);final GLSurfaceView glView root.findViewById(R.id.gl_surface_view);//...省略了代码...在下文中详细说明parent.addView(root, 0);mRootView root;return glView;
}4.2 初始化Renderer
这里创建了Renderer类Renderer是我们这里的关键下文会详细再讲
final Renderer renderer instantiateRenderer();protected Renderer instantiateRenderer() {return new Renderer();
}4.3 将GlCameraPreview和Renderer建立关联
这里调用了glView.setRenderer将GlCameraPreview和Renderer建立了关联
glView.setEGLContextClientVersion(2);
glView.setRenderer(renderer);
glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);5. Renderer类
Renderer类继承自GLSurfaceView.Renderer有3个实现方法onSurfaceCreated、onSurfaceChanged、onDrawFrame
public interface Renderer {void onSurfaceCreated(GL10 gl, EGLConfig config);void onSurfaceChanged(GL10 gl, int width, int height);void onDrawFrame(GL10 gl);
}5.1 onSurfaceCreated
在onSurfaceCreated里我们会初始化GlTextureDrawer并将Filter赋值给GlTextureDrawerGlTextureDrawer是负责绘制的类。 接着由于我们使用的是GLSurfaceView.RENDERMODE_WHEN_DIRTY所以要在合适的时机去调用requestRender来通知OpenGL渲染。
public void onSurfaceCreated(GL10 gl, EGLConfig config) {if (mCurrentFilter null) {mCurrentFilter new NoFilter();}mOutputTextureDrawer new GlTextureDrawer();mOutputTextureDrawer.setFilter(mCurrentFilter);final int textureId mOutputTextureDrawer.getTexture().getId();mInputSurfaceTexture new SurfaceTexture(textureId);getView().queueEvent(new Runnable() {Overridepublic void run() {for (RendererFrameCallback callback : mRendererFrameCallbacks) {callback.onRendererTextureCreated(textureId);}}});// Since we are using GLSurfaceView.RENDERMODE_WHEN_DIRTY, we must notify// the SurfaceView of dirtyness, so that it draws again. This is how its done.mInputSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {Overridepublic void onFrameAvailable(SurfaceTexture surfaceTexture) {getView().requestRender(); // requestRender is thread-safe.}});
}还有一点会分发RendererFrameCallback回调的onRendererTextureCreated()带滤镜拍照、录像都实现了RendererFrameCallback回调从而来现实拍照和录像的功能。
SnapshotGlPictureRecorder中take()的时候会添加该回调 : 是用来拍照的。SnapshotVideoRecorder : 是用来录制视频的。
这两个我们后面的文章会讲这里先略过。
5.2 onSurfaceChanged
5.2.1 设置尺寸
在onSurfaceChanged方法中会调用gl.glViewport从而确定OpenGL窗口中显示的区域。 然后会调用Filter.setSize()从而设置滤镜的尺寸。
public void onSurfaceChanged(GL10 gl, final int width, final int height) {gl.glViewport(0, 0, width, height);mCurrentFilter.setSize(width, height);if (!mDispatched) {dispatchOnSurfaceAvailable(width, height);mDispatched true;} else if (width ! mOutputSurfaceWidth || height ! mOutputSurfaceHeight) {dispatchOnSurfaceSizeChanged(width, height);}
}5.2.2 裁剪缩放计算
在dispatchOnSurfaceAvailable()中会将宽高赋值给mOutputSurfaceWidth和mOutputSurfaceHeight
protected final void dispatchOnSurfaceAvailable(int width, int height) {mOutputSurfaceWidth width;mOutputSurfaceHeight height;if (mOutputSurfaceWidth 0 mOutputSurfaceHeight 0) {crop(mCropCallback);}if (mSurfaceCallback ! null) {mSurfaceCallback.onSurfaceAvailable();}
}并调用crop进行裁剪缩放的计算这里的mCropping、mCropScaleX、mCropScaleY 都会在后面绘制的时候用到。
protected void crop(Nullable final CropCallback callback) {if (mInputStreamWidth 0 mInputStreamHeight 0 mOutputSurfaceWidth 0 mOutputSurfaceHeight 0) {float scaleX 1f, scaleY 1f;AspectRatio current AspectRatio.of(mOutputSurfaceWidth, mOutputSurfaceHeight);AspectRatio target AspectRatio.of(mInputStreamWidth, mInputStreamHeight);if (current.toFloat() target.toFloat()) {// We are too short. Must increase height.scaleY current.toFloat() / target.toFloat();} else {// We must increase width.scaleX target.toFloat() / current.toFloat();}mCropping scaleX 1.02f || scaleY 1.02f;mCropScaleX 1F / scaleX;mCropScaleY 1F / scaleY;getView().requestRender();}if (callback ! null) callback.onCrop();
}5.3 onDrawFrame
在我们调用requestRender()后就会触发onDrawFrame。 在onDrawFrame中会操作OpenGL进行重新的绘制并渲染到GlSurfaceView上从而达到预览的效果。
5.3.1 进行裁剪、旋转等操作
这部分获取了transform 矩阵然后根据之前计算出来的mCropping、mCropScaleX、mCropScaleY 等参数进行裁剪和旋转的操作
final float[] transform mOutputTextureDrawer.getTextureTransform();
mInputSurfaceTexture.updateTexImage();
mInputSurfaceTexture.getTransformMatrix(transform);
// LOG.v(onDrawFrame:, timestamp:, mInputSurfaceTexture.getTimestamp());// For Camera2, apply the draw rotation.
// See TextureCameraPreview.setDrawRotation() for info.
if (mDrawRotation ! 0) {Matrix.translateM(transform, 0, 0.5F, 0.5F, 0);Matrix.rotateM(transform, 0, mDrawRotation, 0, 0, 1);Matrix.translateM(transform, 0, -0.5F, -0.5F, 0);
}if (isCropping()) {// Scaling is easy, but we must also translate before:// If the view is 10x1000 (very tall), it will show only the left strip// of the preview (not the center one).// If the view is 1000x10 (very large), it will show only the bottom strip// of the preview (not the center one).float translX (1F - mCropScaleX) / 2F;float translY (1F - mCropScaleY) / 2F;Matrix.translateM(transform, 0, translX, translY, 0);Matrix.scaleM(transform, 0, mCropScaleX, mCropScaleY, 1);
}5.3.2 进行绘制
接着调用mOutputTextureDrawer.draw()从而重新进行绘制并渲染到GlSurfaceView上从而达到了预览的效果。 mOutputTextureDrawer.draw(mInputSurfaceTexture.getTimestamp() / 1000L);5.3.3 分发回调
最后会调用RendererFrameCallback.onRendererFrameRendererFrameCallback我们刚才已经说过了带滤镜拍照、录像都实现了这个RendererFrameCallback回调从而来现实拍照和录像的功能这不是本文的重点这里我们也先略过后续文章中会详细讲解。
for (RendererFrameCallback callback : mRendererFrameCallbacks) {callback.onRendererFrame(mInputSurfaceTexture, mDrawRotation, mCropScaleX, mCropScaleY);
}6. 其他
6.1 CameraView源码解析系列
Android 相机库CameraView源码解析 (一) : 预览-CSDN博客 Android 相机库CameraView源码解析 (二) : 拍照-CSDN博客 Android 相机库CameraView源码解析 (三) : 滤镜相关类说明-CSDN博客 Android 相机库CameraView源码解析 (四) : 带滤镜预览-CSDN博客 Android 相机库CameraView源码解析 (五) : 带滤镜拍照-CSDN博客 Android 相机库CameraView源码解析 (六) : 保存滤镜效果-CSDN博客