Android 将图像覆盖到相机预览表面查看
我有一个Android 将图像覆盖到相机预览表面查看,android,graphics,camera,surfaceview,Android,Graphics,Camera,Surfaceview,我有一个SurfaceView,用来绘制图像,我想把它们叠加到手机摄像头的实时视频上 目前,包含图像的SurfaceView具有白色背景,但如果我要将它们覆盖到手机的摄像头上,它们必须是透明的。相机和动画绘制不能在同一SurfaceView上完成 使用涉及管理相机和绘制图像的多视图的最佳途径是什么?是否可以使SurfaceView透明 可能有帮助吗?`我也在做增强应用程序,遇到了与您遇到的相同的问题。关于如何正确解决这个问题的信息很少。但我发现了一个名为mixare的框架,它允许你为androi
SurfaceView
,用来绘制图像,我想把它们叠加到手机摄像头的实时视频上
目前,包含图像的SurfaceView
具有白色背景,但如果我要将它们覆盖到手机的摄像头上,它们必须是透明的。相机和动画绘制不能在同一SurfaceView
上完成
使用涉及管理相机和绘制图像的多视图的最佳途径是什么?是否可以使
SurfaceView
透明 可能有帮助吗?`我也在做增强应用程序,遇到了与您遇到的相同的问题。关于如何正确解决这个问题的信息很少。但我发现了一个名为mixare的框架,它允许你为android创建AR应用程序。你绝对应该看看它——它看起来很有前途。希望这将对您有所帮助。我已经成功地采用了以下方法
首先创建一个布局xml文件,该文件如下所示(请注意两个视图的顺序):
您应该向处理动画线程的mView
的SurfaceHolder
中添加SurfaceHolder.Callback
实现。在子类中实现此功能并使用动画/绘图线程的示例可以在旧的LunarLander示例中找到:
除此之外,您还可以按照与此示例相同的方式设置相机表面查看:
我是这样做的。。。我希望有人发现它有用,尽管高通AR的东西已经过时了。。这可能是淫秽的。。 哦,基本上这就是——从Android的例子中生成两个时髦的立方体,引入的附加功能是触摸事件,尽管旋转向量被关闭了很多——反正只是为了演示,当然,立方体覆盖在相机预览的顶部,可以在屏幕上移动
public class TakeRecieptPicture extends Activity implements Callback {
private Camera camera;
private SurfaceView mSurfaceView;
SurfaceHolder mSurfaceHolder;
private TouchSurfaceView mGLSurfaceView;
ShutterCallback shutter = new ShutterCallback(){
@Override
public void onShutter() {
// TODO Auto-generated method stub
// No action to be perfomed on the Shutter callback.
}
};
PictureCallback raw = new PictureCallback(){
@Override
public void onPictureTaken(byte[] data, Camera camera) {
// TODO Auto-generated method stub
// No action taken on the raw data. Only action taken on jpeg data.
}
};
PictureCallback jpeg = new PictureCallback(){
@Override
public void onPictureTaken(byte[] data, Camera camera) {
// TODO Auto-generated method stub
FileOutputStream outStream = null;
try{
outStream = new FileOutputStream("/sdcard/test.jpg");
outStream.write(data);
outStream.close();
}catch(FileNotFoundException e){
Log.d("Camera", e.getMessage());
} catch (IOException e) {
// TODO Auto-generated catch block
Log.d("Camera", e.getMessage());
}
}
};
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
mGLSurfaceView = new TouchSurfaceView(this);
addContentView(mGLSurfaceView, new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
mSurfaceView = new SurfaceView(this);
addContentView(mSurfaceView, new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
mSurfaceHolder = mSurfaceView.getHolder();
mSurfaceHolder.addCallback(this);
mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
mSurfaceHolder.setFormat(PixelFormat.TRANSLUCENT|LayoutParams.FLAG_BLUR_BEHIND);
}
private void takePicture() {
// TODO Auto-generated method stub
camera.takePicture(shutter, raw, jpeg);
}
@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
Camera.Parameters p = camera.getParameters();
p.setPreviewSize(arg2, arg3);
try {
camera.setPreviewDisplay(arg0);
} catch (IOException e) {
e.printStackTrace();
}
camera.startPreview();
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
camera = Camera.open();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
camera.stopPreview();
camera.release();
}
}
TouchSurface视图定义如下:
class TouchSurfaceView extends GLSurfaceView {
public TouchSurfaceView(Context context) {
super(context);
cr = new CubeRenderer(true);
this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
this.setRenderer(cr);
this.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
this.getHolder().setFormat(PixelFormat.TRANSPARENT);
}
public boolean onTrackballEvent(MotionEvent e) {
cr.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
cr.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
requestRender();
return true; }
@Override
public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
cr.mAngleX += dx * TOUCH_SCALE_FACTOR;
cr.mAngleY += dy * TOUCH_SCALE_FACTOR;
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private final float TRACKBALL_SCALE_FACTOR = 36.0f;
public CubeRenderer cr ;
private float mPreviousX;
private float mPreviousY;
}
Cubernderer由下式给出:
class CubeRenderer implements GLSurfaceView.Renderer {
public CubeRenderer(boolean useTranslucentBackground) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -5.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle*2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
mAngle += 1.2f;
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
if (mTranslucentBackground) {
gl.glClearColor(0,0,0,0);
} else {
gl.glClearColor(1,1,1,1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
public void setAngle(float _angle){
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
public float mAngleX;
public float mAngleY;
}
最后,立方体本身由下式给出:
class Cube{
public Cube()
{ int one = 0x10000;
int vertices[] = {
-one, -one, -one,
one, -one, -one,
one, one, -one,
-one, one, -one,
-one, -one, one,
one, -one, one,
one, one, one,
-one, one, one, };
float[] colors = {
0f, 0f, 0f, 0.5f,
1f , 0f, 0f, 0.1f,
1f,1f,0f,0.5f,
0f, 1f, 0f, 0.1f,
0f, 0f, 1f, 0.1f,
1f, 0f, 1f, 0.2f,
1f, 1f, 1f, 0.1f,
0f, 1f, 1f, 0.1f, };
byte indices[] = {
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0,
4, 7, 6, 4, 6, 5,
3, 0, 1, 3, 1, 2 };
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());
mColorBuffer = cbb.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0); }
public void draw(GL10 gl) {
gl.glFrontFace(gl.GL_CW);
gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer); }
private IntBuffer mVertexBuffer;
private FloatBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
}
希望有人觉得这有用 刚发现我的手机升级到4.0.4版时发生了一次稍微奇怪的余震。我有一个半透明的gl全屏幕覆盖在一个全屏幕相机预览上,在早期的ics构建中工作得非常愉快(我认为它是4.0.3,但不确定)。升级到4.0.4后,预览有点混乱,相机图像在相机图像的任何较亮部分(较暗部分看起来还可以)显示迷幻色彩的主要区域。最终发现将GLClearColor从0.5、0.5、0.5更改为0,0,0,0。0解决了它
看起来,即使gl覆盖未使用部分的alpha为零,混合函数仍将灰色gl背景考虑在内。My DrawonTop类还扩展了SurfaceView并实现了SurfaceHolder.Callback接口。你认为如果我试图将它覆盖在相机预览上会给我带来问题吗?我读到SurfaceView不能透明,但我想知道这是否只是一堆废话。除此之外,DrawOnTop类不需要在某种UIthread中调用吗?您建议的示例中没有这样做。您忘记关闭此选项是错误的,因为com.yourcustom.OverlayView必须是Framelayout中的第二个,才能位于顶部…如何更改摄影机角度?现在已经旋转到-90度了。非常感谢
class CubeRenderer implements GLSurfaceView.Renderer {
public CubeRenderer(boolean useTranslucentBackground) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -5.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle*2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
mAngle += 1.2f;
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
if (mTranslucentBackground) {
gl.glClearColor(0,0,0,0);
} else {
gl.glClearColor(1,1,1,1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
public void setAngle(float _angle){
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
public float mAngleX;
public float mAngleY;
}
class Cube{
public Cube()
{ int one = 0x10000;
int vertices[] = {
-one, -one, -one,
one, -one, -one,
one, one, -one,
-one, one, -one,
-one, -one, one,
one, -one, one,
one, one, one,
-one, one, one, };
float[] colors = {
0f, 0f, 0f, 0.5f,
1f , 0f, 0f, 0.1f,
1f,1f,0f,0.5f,
0f, 1f, 0f, 0.1f,
0f, 0f, 1f, 0.1f,
1f, 0f, 1f, 0.2f,
1f, 1f, 1f, 0.1f,
0f, 1f, 1f, 0.1f, };
byte indices[] = {
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0,
4, 7, 6, 4, 6, 5,
3, 0, 1, 3, 1, 2 };
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());
mColorBuffer = cbb.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0); }
public void draw(GL10 gl) {
gl.glFrontFace(gl.GL_CW);
gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer); }
private IntBuffer mVertexBuffer;
private FloatBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
}