android opengl用textureId 保存预览图片,具体实现代码
时间: 2024-04-03 14:30:51 浏览: 31
好的,以下是一个简单的 Android OpenGL 实现代码,用于将预览图片数据保存到 Texture ID 中并在屏幕上显示。
首先,您需要创建一个 GLSurfaceView,并在其 Renderer 中实现预览图片的渲染逻辑。在下面的代码中,我们使用 Camera2 API 获取摄像头预览数据并将其渲染到屏幕上。
```
public class MyGLSurfaceView extends GLSurfaceView {
private MyGLRenderer mRenderer;
public MyGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(2);
mRenderer = new MyGLRenderer();
setRenderer(mRenderer);
}
public class MyGLRenderer implements GLSurfaceView.Renderer {
private int mTextureId = -1;
private SurfaceTexture mSurfaceTexture;
private CameraDevice mCameraDevice;
private CameraCaptureSession mCaptureSession;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 创建 OpenGL 纹理对象
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
mTextureId = textureIds[0];
// 将纹理对象绑定到 GL_TEXTURE_2D 目标上
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);
// 设置纹理参数
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
// 创建 SurfaceTexture 对象,并将其与纹理对象关联
mSurfaceTexture = new SurfaceTexture(mTextureId);
mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
requestRender();
}
});
// 打开摄像头
CameraManager cameraManager = (CameraManager) getContext().getSystemService(Context.CAMERA_SERVICE);
try {
String cameraId = cameraManager.getCameraIdList()[0];
cameraManager.openCamera(cameraId, new CameraDevice.StateCallback() {
@Override
public void onOpened(CameraDevice camera) {
mCameraDevice = camera;
try {
// 创建预览请求
Surface surface = new Surface(mSurfaceTexture);
CaptureRequest.Builder builder = mCameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
builder.addTarget(surface);
CaptureRequest request = builder.build();
// 创建预览会话
mCameraDevice.createCaptureSession(Arrays.asList(surface), new CameraCaptureSession.StateCallback() {
@Override
public void onConfigured(CameraCaptureSession session) {
mCaptureSession = session;
try {
// 启动预览
mCaptureSession.setRepeatingRequest(request, null, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
@Override
public void onConfigureFailed(CameraCaptureSession session) {
session.close();
mCaptureSession = null;
}
}, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
@Override
public void onDisconnected(CameraDevice camera) {
camera.close();
mCameraDevice = null;
}
@Override
public void onError(CameraDevice camera, int error) {
camera.close();
mCameraDevice = null;
}
}, null);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
// 更新纹理数据
mSurfaceTexture.updateTexImage();
// 渲染预览画面
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId);
int positionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 0, mVertexBuffer);
int texCoordHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
GLES20.glEnableVertexAttribArray(texCoordHandle);
GLES20.glVertexAttribPointer(texCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTexCoordBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(texCoordHandle);
}
}
}
```
上述代码中,我们创建了一个 GLSurfaceView,并在它的 Renderer 中实现了预览图片的渲染逻辑。在 onSurfaceCreated 方法中,我们创建了一个 OpenGL 纹理对象,并将其与一个 SurfaceTexture 对象关联。然后,我们打开摄像头并创建了一个预览会话,将摄像头预览数据传递给 SurfaceTexture 对象,从而更新纹理数据。在 onDrawFrame 方法中,我们使用该纹理对象渲染预览画面,并将其显示在屏幕上。
请注意,上述代码中的部分变量和方法实现并未展示,您需要自行完成它们的实现。同时,如果您需要保存预览图片数据到文件中,可以使用 glReadPixels 函数将屏幕上的像素数据读取到内存中,然后将其保存到文件中。