如何以最有效的方式创建多个 camera2 预览?
How to create multiple camera2 previews in most efficient way?
我正在尝试在 activity 上创建 4 个相机预览流。我创建了一个注册到 camera2 API 的 TextureView 用于提要,然后我在 SurfaceView 上设置了一个侦听器以收听提要的更改并相应地更新其他 3 个预览(ImageView)。您可以在下面的代码中看到:
private final TextureView.SurfaceTextureListener mSurfaceTextureListener
= new TextureView.SurfaceTextureListener() {
@Override
public void onSurfaceTextureAvailable(SurfaceTexture texture, int width, int height) {
cameraHandler.openCamera(width, height);
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture texture) {
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture texture) {
for (ImageView mSecondaryPreview : mSecondaryPreviews) {
Bitmap frame = Bitmap.createBitmap(mTextureView.getWidth(), mTextureView.getHeight(), Bitmap.Config.ARGB_8888);
mTextureView.getBitmap(frame);
mSecondaryPreview.setImageBitmap(frame);
}
}
};
如您所见,这必须从每一帧的 TextureView 中读取,提取位图,然后设置其他 3 个 ImageView 流的位图。我最初尝试在 UI 线程上执行此操作,该线程非常慢,然后尝试将其提交给帧速率更好的后台处理程序,但由于负载导致应用程序崩溃导致很多问题。
谢谢
编辑
所以为了裁剪预览底部的 0.4375,我将 ttmp 更改为
float[] ttmp = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f
};
但这并没有像预期的那样裁剪
因此,如果您可以 GLSurfaceView
像 那样使用相机预览,那么您只需再添加 6 个多边形就可以再制作 3 个副本。让我解释一下它们是如何布局的。 vtmp
和ttmp
分别描述两个三角形的向量坐标和纹理坐标,GL_TRIANGLE_STRIP
形式:
float[] vtmp = {
1.0f, 1.0f, //Top right of screen
1.0f, -1.0f, //Bottom right of screen
-1.0f, 1.0f, //Top left of screen
-1.0f, -1.0f //Bottom left of screen
};
float[] ttmp = {
1.0f, 1.0f, //Top right of camera surface
0.0f, 1.0f, //Top left of camera surface
1.0f, 0.0f, //Bottom right of camera surface
0.0f, 0.0f //Bottom left of camera surface
};
第 1 步:让我们将原始类型更改为 GL_TRIANGLES
,因为 GL_TRIANGLE_STRIP
:
很难做到这一点
//This also includes a fix for the left/right inversion:
float[] vtmp = {
//Triangle 1:
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
//Triangle 2:
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
float[] ttmp = {
//Triangle 1:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
pVertex = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); //Careful: Multiple changes on this line
(...)
如果第 1 步顺利,那么让我们在第 2 步中添加额外的三角形:
float[] vtmp = {
//Triangle 1:
-1.0f, 0.0f,
-1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
-1.0f, 1.0f,
0.0f, 1.0f,
//Triangle 3:
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
//Triangle 4:
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
//Triangle 5:
0.0f, -1.0f,
0.0f, 0.0f,
1.0f, -1.0f,
//Triangle 6:
1.0f, -1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//Triangle 7:
-1.0f, -1.0f,
-1.0f, 0.0f,
0.0f, -1.0f,
//Triangle 8:
0.0f, -1.0f,
-1.0f, 0.0f,
0.0f, 0.0f
};
float[] ttmp = {
//This is the same as in Step 1, but duplicated 4 times over:
//Triangle 1:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 3:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 4:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 5:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 6:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 7:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 8:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
pVertex = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 24);
(...)
我正在尝试在 activity 上创建 4 个相机预览流。我创建了一个注册到 camera2 API 的 TextureView 用于提要,然后我在 SurfaceView 上设置了一个侦听器以收听提要的更改并相应地更新其他 3 个预览(ImageView)。您可以在下面的代码中看到:
private final TextureView.SurfaceTextureListener mSurfaceTextureListener
= new TextureView.SurfaceTextureListener() {
@Override
public void onSurfaceTextureAvailable(SurfaceTexture texture, int width, int height) {
cameraHandler.openCamera(width, height);
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture texture) {
return true;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture texture) {
for (ImageView mSecondaryPreview : mSecondaryPreviews) {
Bitmap frame = Bitmap.createBitmap(mTextureView.getWidth(), mTextureView.getHeight(), Bitmap.Config.ARGB_8888);
mTextureView.getBitmap(frame);
mSecondaryPreview.setImageBitmap(frame);
}
}
};
如您所见,这必须从每一帧的 TextureView 中读取,提取位图,然后设置其他 3 个 ImageView 流的位图。我最初尝试在 UI 线程上执行此操作,该线程非常慢,然后尝试将其提交给帧速率更好的后台处理程序,但由于负载导致应用程序崩溃导致很多问题。
谢谢
编辑
所以为了裁剪预览底部的 0.4375,我将 ttmp 更改为
float[] ttmp = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.4375f,
0.0f, 0.4375f,
1.0f, 1.0f,
1.0f, 0.4375f
};
但这并没有像预期的那样裁剪
因此,如果您可以 GLSurfaceView
像 vtmp
和ttmp
分别描述两个三角形的向量坐标和纹理坐标,GL_TRIANGLE_STRIP
形式:
float[] vtmp = {
1.0f, 1.0f, //Top right of screen
1.0f, -1.0f, //Bottom right of screen
-1.0f, 1.0f, //Top left of screen
-1.0f, -1.0f //Bottom left of screen
};
float[] ttmp = {
1.0f, 1.0f, //Top right of camera surface
0.0f, 1.0f, //Top left of camera surface
1.0f, 0.0f, //Bottom right of camera surface
0.0f, 0.0f //Bottom left of camera surface
};
第 1 步:让我们将原始类型更改为 GL_TRIANGLES
,因为 GL_TRIANGLE_STRIP
:
//This also includes a fix for the left/right inversion:
float[] vtmp = {
//Triangle 1:
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
//Triangle 2:
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
float[] ttmp = {
//Triangle 1:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
pVertex = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(12*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); //Careful: Multiple changes on this line
(...)
如果第 1 步顺利,那么让我们在第 2 步中添加额外的三角形:
float[] vtmp = {
//Triangle 1:
-1.0f, 0.0f,
-1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
-1.0f, 1.0f,
0.0f, 1.0f,
//Triangle 3:
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
//Triangle 4:
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
//Triangle 5:
0.0f, -1.0f,
0.0f, 0.0f,
1.0f, -1.0f,
//Triangle 6:
1.0f, -1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
//Triangle 7:
-1.0f, -1.0f,
-1.0f, 0.0f,
0.0f, -1.0f,
//Triangle 8:
0.0f, -1.0f,
-1.0f, 0.0f,
0.0f, 0.0f
};
float[] ttmp = {
//This is the same as in Step 1, but duplicated 4 times over:
//Triangle 1:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 2:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 3:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 4:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 5:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 6:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
//Triangle 7:
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
//Triangle 8:
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
pVertex = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
pTexCoord = ByteBuffer.allocateDirect(48*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
(...)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 24);
(...)