使用 OpenGL 将位图绘制到 VideoFrame

Drawing a Bitmap to a VideoFrame with OpenGL

我正在研究 class,它扩展了 Camera2Capturer,以便从相机获取帧,对其进行修改,然后将其反馈给观察者回调。 我能够获取帧,将其转换为位图,将该位图修改为我想要的,然后使用 OpenGL 将其绘制为我 return 和 capturerObserver.onFrameCaptured(videoFrame);

的新 VideoFrame

问题是,我新创建的 videoFrame 被拉长了。我检查时位图是正确的,但绘制的视频帧在侧面有拉伸。我在不同分辨率的不同设备上试过,但问题到处都是一样的。

这是我的 startCapture 方法的代码:

@Override
    public void startCapture(int width, int height, int fps) {
        super.startCapture(width, height, fps);
        this.width = width;
        this.height = height;

        captureThread = new Thread(() -> {

            final int[] textureHandle = new int[1];
            GLES20.glGenTextures(1, textureHandle, 0);
            Matrix matrix = new Matrix();
            matrix.postScale(1f, -1f);
            TextureBufferImpl buffer = new TextureBufferImpl(width, height, VideoFrame.TextureBuffer.Type.RGB, textureHandle[0], matrix, surTexture.getHandler(), yuvConverter, null);

            // Bind to the texture in OpenGL
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

            try {
                while (true) {
                    surTexture.getHandler().post(() -> {
                        if (needsToRedrawFrame) {
                            VideoFrame lastFrameReceived = capturerObs.getLastFrameReceived();

                            //This is the bitmap I want to draw on the video frame
                            Bitmap bitmapToDraw = drawingCanvasView.getmBitmap();


                            //At this point, bitmmapToDraw contains the drawing and the frame captured from the camera overlayed
                            //Now we need to convert it to fit into the onFrameCaptured callback (requires a VideoFrame).

                            // Set filtering
                            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
                            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

                            // Load the bitmap into the bound texture.
                            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmapToDraw, 0);

                            bitmapToDraw.recycle();

                            //The bitmap is drawn on the GPU at this point.

                            //We transfer it to the VideoFrame
                            VideoFrame.I420Buffer i420Buf = yuvConverter.convert(buffer);

                            VideoFrame videoFrame = new VideoFrame(i420Buf, 0, lastFrameReceived.getTimestampNs());

                            ogCapturerObserver.onFrameCaptured(videoFrame);
                            needsToRedrawFrame = false;
                        }
                    });

                    Thread.sleep(100);
                }
            } catch (Exception e) {
                LogHelper.logError(CapturerObserverProxy.class, "RMTEST THIS > " + e.getMessage(), e);
            }
        });
        captureThread.start();
    }

这里是 bitmapToDraw 的样子:

下面是在 SurfaceView 上绘制的 videoFrame 的样子:

我到底错过了什么?我对OpenGL一点都不熟悉

事实证明框架绘制正确。但是框架的分辨率与实际绘制它的 Surface 不同,因此会发生拉伸。 我不得不调整(同时保持纵横比!)我将要绘制的位图。如果位图的大小与其渲染的 Surface 大小相同,则不会被拉伸。