获取 surfaceTexture 的图像
时间: 2024-03-27 20:40:36 浏览: 17
要获取SurfaceTexture的图像,可以使用SurfaceTexture的updateTexImage()方法。这个方法会将最新的图像数据更新到SurfaceTexture中,并将纹理矩阵更新为与最新的图像数据相匹配。
在调用updateTexImage()方法之后,可以使用OpenGL ES纹理来渲染SurfaceTexture的图像。可以使用SurfaceTexture的getTransformMatrix(float[] mtx)方法来获取纹理矩阵,以将纹理正确地映射到屏幕上。
以下是使用SurfaceTexture获取图像并将其渲染到屏幕上的代码示例:
```java
// 获取相机
Camera camera = Camera.open();
// 创建一个SurfaceTexture并设置默认缓冲区大小
SurfaceTexture surfaceTexture = new SurfaceTexture(0);
surfaceTexture.setDefaultBufferSize(camera.getParameters().getPreviewSize().width, camera.getParameters().getPreviewSize().height);
// 将SurfaceTexture设置为相机预览输出的目标
camera.setPreviewTexture(surfaceTexture);
// 开始预览
camera.startPreview();
// 创建一个GLSurfaceView用于渲染图像
GLSurfaceView glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setEGLContextClientVersion(2);
// 创建一个渲染器并将SurfaceTexture的纹理与之关联
Renderer renderer = new Renderer(surfaceTexture);
glSurfaceView.setRenderer(renderer);
// 将GLSurfaceView添加到布局中
FrameLayout layout = findViewById(R.id.layout);
layout.addView(glSurfaceView);
// 渲染器类
class Renderer implements GLSurfaceView.Renderer {
private SurfaceTexture surfaceTexture;
private int textureId;
public Renderer(SurfaceTexture surfaceTexture) {
this.surfaceTexture = surfaceTexture;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 创建一个纹理并将其与SurfaceTexture关联
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
textureId = textures[0];
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
surfaceTexture.attachToGLContext(textureId);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
// 更新SurfaceTexture中的图像数据
surfaceTexture.updateTexImage();
// 获取纹理矩阵
float[] mtx = new float[16];
surfaceTexture.getTransformMatrix(mtx);
// 渲染图像
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(program);
GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glVertexAttribPointer(texCoordHandle, 2, GLES20.GL_FLOAT, false, 0, texCoordBuffer);
GLES20.glUniformMatrix4fv(mtxHandle, 1, false, mtx, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(texSamplerHandle, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
```