Android 使用SurfaceTexture和OpenGL修改相机输出
我试图通过openGL过滤器过滤来自相机硬件的流,然后在GLSurfaceView中显示它。当openGL渲染帧时,LogCat会反复抛出一个错误: [未命名-3314-0]更新最大值:清除总账错误:0x502 0x502是一个通用的openGL错误,并不能真正帮助我找到问题所在。这是一系列代码的工作方式(或者至少应该是我脑海中看到的工作方式),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所在Android 使用SurfaceTexture和OpenGL修改相机输出,android,opengl-es,opengl-es-2.0,Android,Opengl Es,Opengl Es 2.0,我试图通过openGL过滤器过滤来自相机硬件的流,然后在GLSurfaceView中显示它。当openGL渲染帧时,LogCat会反复抛出一个错误: [未命名-3314-0]更新最大值:清除总账错误:0x502 0x502是一个通用的openGL错误,并不能真正帮助我找到问题所在。这是一系列代码的工作方式(或者至少应该是我脑海中看到的工作方式),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所在 创建新的MyGLSurfaceView。这将在内部创建新的MyGL20Renderer对象。
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);
}
}
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”)代码>
应该是
mColorHandle=GLES20.glGetAttribLocation(mProgram,“s_纹理”)代码>
从DirectVideo draw.glVertexAttributePointer等中删除初始化内容。将其放入一些初始化函数中
public void draw()
{
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
}
502是GL\u无效\u操作
。在调用UpdateMaximage之前,是否可以尝试显式检查错误<代码>Assert.assertTrue(GLES20.glGetError()==0)代码>可能是您所做的某些操作导致了错误,并且直到UpdateMaximage调用它时才会被查询。从错误消息中不清楚该错误是由UpdateMaximage引起的,还是以前的未决错误。事实上,您是正确的。draw函数在初始化过程中运行良好,但在第一个onFrameAvailable发出渲染请求时进行的第一次draw()调用中,断言失败。您必须在整个draw函数中散布断言,直到找到导致错误的OpenGL调用。实际上,进一步处理这个问题;假设glGetError将“错误”重置为0,则问题可能出在draw函数中。我将调试输出设置为有条件的,当在updateMaximage()调用之前调用onDrawFrame时,在updateMaximage()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,没有错误。前两个过程没有错误,但第三个过程没有错误。所以,我之前发布的行为似乎是触发断言的前一帧渲染的残余错误。好的,我将尝试一下,看看会出现什么。谢谢我相信这确实解决了问题。非常感谢。(并且接受了;迟做总比不做好)嗯@DanCollins我遵循了所有这些步骤,但只得到了一个灰色屏幕。。。有什么建议吗?坐标也错了,奇怪的三角形。对于本机电话使用,请使用以下命令:static float squarevertexts[]={-1.0f,1.0f,-1.0f,-1.0f,1.0f,-1.0f,1.0f};静态浮动纹理[]={0.0f,0.0f,1.0f,0.0f,1.0f,1.0f,0.0f,1.0f,}代码>我已经用你的建议尝试了这个项目,并创建了一个GitHub回购协议,结果是:。我移动了GLES20.glvertexattributepointer(mTextureCoordHandle、每个顶点的COORDS\u、GLES20.GL\u FLOAT、false、vertexStride、textureVerticesBuffer);方法调用DirectVideo以使其工作。显示的图像仍为镜像反转。任何修复此问题的建议都非常受欢迎。若要删除镜像反转,请将{0.0f,0.0f,1.0f,1.0f,0.0f,1.0f,}替换为{0.0f,1.0f,1.0f,1.0f,1.0f,1.0f,0.0f,}
public void draw()
{
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
}