前面的博客娜遵,進(jìn)行了部分的GLSL的語(yǔ)法學(xué)習(xí),這一篇文章主要講述了本人在開發(fā) Camera2 + GLSurfaceView + GLSL 的開發(fā)過(guò)程的記錄。如有錯(cuò)誤還望指正酌泰。
此文章部分內(nèi)容都基于 Android 自定義camera2 相機(jī) (二)中的 camera2 相機(jī)打開 設(shè)置預(yù)覽 綁定 等操作丹禀,如果有不懂 可以回到第二篇相關(guān)系列 文章中進(jìn)行部分知識(shí)api 的學(xué)習(xí)。
我們先看效果圖吴侦,我這里只是在片元著色器中對(duì)R通道的 黑色進(jìn)行了判斷。當(dāng)然如果有需求是 黑白圖 則可以通過(guò) 1-R坞古,1-G备韧,1-B 來(lái)獲得黑白圖。切記GLSL中顏色的范圍是 0-1 痪枫,而Rgb中 范圍則是 0-255.
1. 布局添加
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="@android:color/black"
tools:context="cn.tongue.tonguecamera.ui.CameraActivity">
<FrameLayout
android:id="@+id/frame_layout"
android:layout_width="match_parent"
android:layout_height="wrap_content">
</FrameLayout>
<RelativeLayout
android:id="@+id/homecamera_bottom_relative"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:background="#00ffffff"
android:layout_alignParentBottom="true">
<ImageView
android:id="@+id/iv_back"
android:layout_width="40dp"
android:layout_height="30dp"
android:scaleType="centerInside"
android:layout_marginBottom="20dp"
android:layout_marginStart="20dp"
android:layout_centerVertical="true"
android:background="@drawable/icon_back" />
<ImageView
android:id="@+id/img_camera"
android:layout_width="80dp"
android:layout_height="80dp"
android:scaleType="centerInside"
android:layout_marginBottom="20dp"
android:layout_centerInParent="true"
android:background="@drawable/camera" />
</RelativeLayout>
<LinearLayout
android:id="@+id/home_custom_top_relative"
android:layout_width="match_parent"
android:layout_height="50dp"
android:gravity="center_vertical"
android:orientation="horizontal"
android:visibility="gone"
android:background="#00ffffff"
android:layout_alignParentTop="true"
>
<ImageView
android:id="@+id/camera_flash"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:padding="10dp"
android:src="@drawable/icon_camera_off" />
<View
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="5"/>
<ImageView
android:id="@+id/camera_switch"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:padding="10dp"
android:src="@drawable/btn_camera_turn_n" />
</LinearLayout>
</RelativeLayout>
在布局中 我們只添加了 一個(gè)Fragment 织堂,我們需要通過(guò)動(dòng)態(tài)添加的方式 將 GLSurfaceview 添加到主界面中叠艳。
2. 獲取屏幕尺寸
通過(guò) setUpCameraOutputs方法,設(shè)置 相機(jī)的配置屬性易阳,并返回相機(jī)的size附较,以便達(dá)到我們的全屏照相機(jī)需求。
/**
* 設(shè)置與攝像頭相關(guān)的成員變量潦俺。
* @param width 攝像機(jī)預(yù)覽的可用大小寬度
* @param height 相機(jī)預(yù)覽的可用尺寸高度
*/
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
public Size setUpCameraOutputs(int width, int height) {
mFile = new File(mActivity.getExternalFilesDir(null), "pic.png");
CameraManager manager = (CameraManager) mActivity.getSystemService(Context.CAMERA_SERVICE);
try {
for (String cameraId : manager.getCameraIdList()) {
CameraCharacteristics characteristics = manager.getCameraCharacteristics(cameraId);
// 不使用前置攝像頭
Integer facing = characteristics.get(CameraCharacteristics.LENS_FACING);
if (facing != null && facing == CameraCharacteristics.LENS_FACING_FRONT) {
continue;
}
StreamConfigurationMap map = characteristics.get(
CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP);
if (map == null) {
continue;
}
// 靜態(tài)圖像捕獲拒课,選擇最大可用大小。
Size largest = Collections.max(
Arrays.asList(map.getOutputSizes(ImageFormat.JPEG)),
new CompareSizesByArea());
mImageReader = ImageReader.newInstance(largest.getWidth(),
largest.getHeight(), ImageFormat.JPEG, 2);
mImageReader.setOnImageAvailableListener(
mOnImageAvailableListener, mBackgroundHandler);
//了解我們是否需要交換尺寸以獲得相對(duì)于傳感器的預(yù)覽尺寸
int displayRotation = mActivity.getWindowManager().getDefaultDisplay().getRotation();
mSensorOrientation = characteristics.get(CameraCharacteristics.SENSOR_ORIENTATION);
boolean swappedDimensions = false;
switch (displayRotation) {
case Surface.ROTATION_0:
case Surface.ROTATION_180:
if (mSensorOrientation == 90 || mSensorOrientation == 270) {
swappedDimensions = true;
}
break;
case Surface.ROTATION_90:
case Surface.ROTATION_270:
if (mSensorOrientation == 0 || mSensorOrientation == 180) {
swappedDimensions = true;
}
break;
default:
Log.e(TAG, "Display rotation is invalid: " + displayRotation);
}
Point displaySize = new Point();
mActivity.getWindowManager().getDefaultDisplay().getSize(displaySize);
int rotatedPreviewWidth = width;
int rotatedPreviewHeight = height;
int maxPreviewWidth = displaySize.x;
int maxPreviewHeight = displaySize.y;
if (swappedDimensions) {
rotatedPreviewWidth = height;
rotatedPreviewHeight = width;
maxPreviewWidth = displaySize.y;
maxPreviewHeight = displaySize.x;
}
if (maxPreviewWidth > MAX_PREVIEW_WIDTH) {
maxPreviewWidth = MAX_PREVIEW_WIDTH;
}
if (maxPreviewHeight > MAX_PREVIEW_HEIGHT) {
maxPreviewHeight = MAX_PREVIEW_HEIGHT;
}
mPreviewSize = chooseOptimalSize(map.getOutputSizes(SurfaceTexture.class),
rotatedPreviewWidth, rotatedPreviewHeight, maxPreviewWidth,
maxPreviewHeight, largest);
// 將TextureView的寬高比與我們選擇的預(yù)覽大小相匹配事示。
int orientation = mActivity.getResources().getConfiguration().orientation;
// 檢查 遠(yuǎn)光燈
Boolean available = characteristics.get(CameraCharacteristics.FLASH_INFO_AVAILABLE);
mFlashSupported = available == null ? false : available;
mCameraId = cameraId;
}
} catch (CameraAccessException e) {
e.printStackTrace();
} catch (NullPointerException ignored) {
}
return mPreviewSize;
}
通過(guò) 返回的 size早像,我們?cè)O(shè)置 CameraV2GLSurfaceView 布局的寬高。
public class CameraV2GLSurfaceView extends GLSurfaceView {
public static boolean shouldTakePic = false;
public void init(CameraV2 camera, boolean isPreviewStarted, Context context) {
setEGLContextClientVersion(2);
CameraV2Renderer mCameraV2Renderer = new CameraV2Renderer();
mCameraV2Renderer.init(this, camera, isPreviewStarted, context);
setRenderer(mCameraV2Renderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public CameraV2GLSurfaceView(Context context) {
super(context);
}
}
繼承GLSurfaceView 后肖爵,我們就需要 設(shè)置 Renderer 卢鹦。當(dāng)然這里的 cameraV2是拍照的集成工具類。我們?cè)赗enderer的onSurfaceCreated方法中創(chuàng)建一個(gè)OES紋理遏匆。
/**
* GLSurfaceView 創(chuàng)建
*
* @param gl GL10
* @param config EGLConfig
*/
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 創(chuàng)建紋理 返回 紋理ID
mOESTextureId = Utils.createOESTextureObject();
// 配置濾鏡 加載 定點(diǎn) 和 片元 著色器
FilterEngine mFilterEngine = new FilterEngine(mOESTextureId, mContext);
mDataBuffer = mFilterEngine.getBuffer();
mShaderProgram = mFilterEngine.getShaderProgram();
glGenFramebuffers(1, mFBOIds, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOIds[0]);
// 獲取頂點(diǎn) 和 片元 著色器中變量?jī)?nèi)容
uColorType = glGetUniformLocation(mShaderProgram, FilterEngine.COLOR_TYPE);
hChangeColor = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColor");
hChangeColor2 = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColorB");
hChangeColor3 = GLES20.glGetUniformLocation(mShaderProgram, "vChangeColorC");
hArraySize = GLES20.glGetUniformLocation(mShaderProgram, "vArraysSize");
}
之后根據(jù)OES紋理Id創(chuàng)建SurfaceTexture法挨,用來(lái)接收Camera2的預(yù)覽數(shù)據(jù)
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
private boolean initSurfaceTexture() {
if (mCamera == null || mCameraV2GLSurfaceView == null) {
Log.i(TAG, "mCamera or mGLSurfaceView is null!");
return false;
}
// 根據(jù) oesId 創(chuàng)建 SurfaceTexture
mSurfaceTexture = new SurfaceTexture(mOESTextureId);
mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
// 每獲取到一幀數(shù)據(jù)時(shí)請(qǐng)求OpenGL ES進(jìn)行渲染
mCameraV2GLSurfaceView.requestRender();
}
});
//講此SurfaceTexture作為相機(jī)預(yù)覽輸出 (相互綁定)
mCamera.setPreviewTexture(mSurfaceTexture);
mCamera.createCameraPreviewSession();
return true;
}
最后初始化OpenGL ES環(huán)境,包括 shader編寫 和 編譯幅聘,鏈接到program凡纳。(由于這里內(nèi)容比較多,在文章末尾我會(huì)附上本人 github demo 地址)
/**
* 濾鏡 工具
* 參考url : [https://blog.csdn.net/lb377463323/article/details/78054892]
* @date 2019年2月12日 14:10:07
* @author ymc
*/
public class FilterEngine {
@SuppressLint("StaticFieldLeak")
private static FilterEngine filterEngine = null;
private Context mContext;
/**
* 存放頂點(diǎn)的Color數(shù)組
*/
private FloatBuffer mBuffer;
private int mOESTextureId = -1;
private int vertexShader = -1;
private int fragmentShader = -1;
private int mShaderProgram = -1;
private int aPositionLocation = -1;
private int aTextureCoordLocation = -1;
private int uTextureMatrixLocation = -1;
private int uTextureSamplerLocation = -1;
/**
* 每行前兩個(gè)值為頂點(diǎn)坐標(biāo)帝蒿,后兩個(gè)為紋理坐標(biāo)
*/
private static final float[] VERTEX_DATA = {
1f, 1f, 1f, 1f,
-1f, 1f, 0f, 1f,
-1f, -1f, 0f, 0f,
1f, 1f, 1f, 1f,
-1f, -1f, 0f, 0f,
1f, -1f, 1f, 0f
};
public static final String POSITION_ATTRIBUTE = "aPosition";
public static final String TEXTURE_COORD_ATTRIBUTE = "aTextureCoordinate";
public static final String TEXTURE_MATRIX_UNIFORM = "uTextureMatrix";
public static final String TEXTURE_SAMPLER_UNIFORM = "uTextureSampler";
public static final String COLOR_TYPE = "vColorType";
/**
* 構(gòu)造方法
* @param oestextureid oes id
* @param context 上下文
*/
public FilterEngine(int oestextureid, Context context) {
mContext = context;
mOESTextureId = oestextureid;
mBuffer = createBuffer(VERTEX_DATA);
/**
* 預(yù)覽相機(jī)的著色器荐糜,頂點(diǎn)著色器不變,需要修改片元著色器葛超,不再用sampler2D采樣暴氏,
* 需要使用samplerExternalOES 紋理采樣器,并且要在頭部增加使用擴(kuò)展紋理的聲明
* #extension GL_OES_EGL_image_external : require绣张。
*/
fragmentShader = loadShader(GL_FRAGMENT_SHADER, Utils.readShaderFromResource(mContext, R.raw.base_fragment_shader));
vertexShader = loadShader(GL_VERTEX_SHADER, Utils.readShaderFromResource(mContext, R.raw.base_vertex_shader));
mShaderProgram = linkProgram(vertexShader, fragmentShader);
}
/**
* 創(chuàng)建 FloatBuffer 數(shù)組 (防止內(nèi)存回收)
* @param vertexData float 數(shù)組
* @return FloatBuffer
*/
private FloatBuffer createBuffer(float[] vertexData) {
FloatBuffer buffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
buffer.put(vertexData, 0, vertexData.length).position(0);
return buffer;
}
/**
* 加載著色器
* GL_VERTEX_SHADER 代表生成頂點(diǎn)著色器
* GL_FRAGMENT_SHADER 代表生成片段著色器
* @param type 類型
* @param shaderSource shader string
* @return shader
*/
private int loadShader(int type, String shaderSource) {
int shader = glCreateShader(type);
if (shader == 0) {
throw new RuntimeException("Create Shader Failed!" + glGetError());
}
glShaderSource(shader, shaderSource);
glCompileShader(shader);
return shader;
}
/**
* 將兩個(gè)Shader鏈接至program中
* @param verShader verShader
* @param fragShader fragShader
* @return program
*/
private int linkProgram(int verShader, int fragShader) {
int program = glCreateProgram();
if (program == 0) {
throw new RuntimeException("Create Program Failed!" + glGetError());
}
//附著頂點(diǎn)和片段著色器
glAttachShader(program, verShader);
glAttachShader(program, fragShader);
// 綁定 program
glLinkProgram(program);
//告訴OpenGL ES使用此program
glUseProgram(program);
return program;
}
public void drawTexture(float[] transformMatrix) {
aPositionLocation = glGetAttribLocation(mShaderProgram, FilterEngine.POSITION_ATTRIBUTE);
aTextureCoordLocation = glGetAttribLocation(mShaderProgram, FilterEngine.TEXTURE_COORD_ATTRIBUTE);
uTextureMatrixLocation = glGetUniformLocation(mShaderProgram, FilterEngine.TEXTURE_MATRIX_UNIFORM);
uTextureSamplerLocation = glGetUniformLocation(mShaderProgram, FilterEngine.TEXTURE_SAMPLER_UNIFORM);
glActiveTexture(GLES20.GL_TEXTURE0);
glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mOESTextureId);
glUniform1i(uTextureSamplerLocation, 0);
glUniformMatrix4fv(uTextureMatrixLocation, 1, false, transformMatrix, 0);
if (mBuffer != null) {
mBuffer.position(0);
glEnableVertexAttribArray(aPositionLocation);
glVertexAttribPointer(aPositionLocation, 2, GL_FLOAT, false, 16, mBuffer);
mBuffer.position(2);
glEnableVertexAttribArray(aTextureCoordLocation);
glVertexAttribPointer(aTextureCoordLocation, 2, GL_FLOAT, false, 16, mBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
...
set
....
get
...
}
上述工具類中 加載了shader 并且將 shader 綁定到 program中答渔,接下來(lái)我們?cè)O(shè)置 頂單著色器
attribute vec4 aPosition;
uniform mat4 uTextureMatrix;
attribute vec4 aTextureCoordinate;
varying vec2 vTextureCoord;
void main()
{
vTextureCoord = (uTextureMatrix * aTextureCoordinate).xy;
gl_Position = aPosition;
}
設(shè)置 片元著色器 glsl 代碼,下邊我會(huì)寫多種濾鏡效果
#extension GL_OES_EGL_image_external : require
uniform samplerExternalOES uTextureSampler;
precision mediump float;
uniform int vColorType;
varying vec2 vTextureCoord;
uniform int vArraysSize;
uniform vec3 vChangeColor;
uniform vec3 vChangeColorB;
uniform vec3 vChangeColorC;
float debugFloatA;
float debugFloatB;
void main()
{
// 本人 demo 調(diào)試效果 將R 通道的 黑色設(shè)置為 白色
vec4 vCameraColor = texture2D(uTextureSampler, vTextureCoord);
gl_FragColor = vec4(vCameraColor.r, vCameraColor.g, vCameraColor.b, 1.0);
for(int i = 0;i<vArraysSize;++i){
debugFloatA = vCameraColor.r * 255.0 - 1.0 ;
debugFloatB = vCameraColor.r * 255.0 + 1.0 ;
if( debugFloatA <= vChangeColor[i] ){
if( vChangeColor[i] <= debugFloatB ){
gl_FragColor = vec4(1.0-vCameraColor.r, 1.0-vCameraColor.g,1.0- vCameraColor.b, 1.0);
}
}
}
// 第二種 黑白濾鏡效果
vec4 vCameraColor = texture2D(uTextureSampler, vTextureCoord);
gl_FragColor = vec4(1.0-vCameraColor.r, 1.0-vCameraColor.g,1.0- vCameraColor.b, 1.0);
}
打開相機(jī)
/**
* 打開相機(jī)
*
* @return boolean
*/
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
public boolean openCamera() {
CameraManager cameraManager = (CameraManager) mActivity.getSystemService(Context.CAMERA_SERVICE);
try {
if (ActivityCompat.checkSelfPermission(mActivity, Manifest.permission.CAMERA) != PackageManager.PERMISSION_GRANTED) {
return false;
}
cameraManager.openCamera(mCameraId, mStateCallback, mBackgroundHandler);
if (!mCameraOpenCloseLock.tryAcquire(2500, TimeUnit.MILLISECONDS)) {
throw new RuntimeException("Time out waiting to lock camera opening.");
}
} catch (CameraAccessException | InterruptedException e) {
e.printStackTrace();
return false;
}
return true;
}
相機(jī)狀態(tài)改變回調(diào)
/**
* CameraDevice 改變狀態(tài)時(shí)候 調(diào)用
*/
private CameraDevice.StateCallback mStateCallback = new CameraDevice.StateCallback() {
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
@Override
public void onOpened(@NonNull CameraDevice camera) {
mCameraDevice = camera;
//打開相機(jī)時(shí)會(huì)調(diào)用此方法侥涵。 我們?cè)谶@里開始相機(jī)預(yù)覽沼撕。
mCameraOpenCloseLock.release();
// createCameraPreviewSession();
}
@Override
public void onDisconnected(@NonNull CameraDevice camera) {
mCameraOpenCloseLock.release();
camera.close();
mCameraDevice = null;
}
@Override
public void onError(@NonNull CameraDevice camera, int error) {
mCameraOpenCloseLock.release();
camera.close();
mCameraDevice = null;
mActivity.finish();
}
};
拍照 靜態(tài)鎖定
/**
* 拍攝靜止圖片。 當(dāng)我們得到響應(yīng)時(shí)芜飘,應(yīng)該調(diào)用此方法
*/
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
private void captureStillPicture() {
try {
if (null == mActivity || null == mCameraDevice) {
return;
}
final CaptureRequest.Builder captureBuilder =
mCameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_STILL_CAPTURE);
captureBuilder.addTarget(mImageReader.getSurface());
// 使用與預(yù)覽相同的AE和AF模式务豺。
captureBuilder.set(CaptureRequest.CONTROL_AF_MODE,
CaptureRequest.CONTROL_AF_MODE_CONTINUOUS_PICTURE);
// 查看使用支持 flash
if (mFlashSupported) {
captureBuilder.set(CaptureRequest.CONTROL_AE_MODE,
CaptureRequest.CONTROL_AE_MODE_ON_AUTO_FLASH);
}
int rotation = mActivity.getWindowManager().getDefaultDisplay().getRotation();
captureBuilder.set(CaptureRequest.JPEG_ORIENTATION, getOrientation(rotation));
CameraCaptureSession.CaptureCallback capturecallback
= new CameraCaptureSession.CaptureCallback() {
@Override
public void onCaptureCompleted(@NonNull CameraCaptureSession session,
@NonNull CaptureRequest request,
@NonNull TotalCaptureResult result) {
Log.e(TAG, "--------------------:" + mFile.toString());
unlockFocus();
}
};
mCaptureSession.stopRepeating();
mCaptureSession.abortCaptures();
mCaptureSession.capture(captureBuilder.build(), capturecallback, mBackgroundHandler);
} catch (CameraAccessException e) {
e.printStackTrace();
Log.e(TAG, "capture err: " + e.getMessage());
}
}
/**
* 解鎖焦點(diǎn) 在靜止圖像捕獲序列時(shí)調(diào)用此方法
*/
@RequiresApi(api = Build.VERSION_CODES.LOLLIPOP)
private void unlockFocus() {
try {
mPreviewRequestBuilder.set(CaptureRequest.CONTROL_AF_TRIGGER,
CameraMetadata.CONTROL_AF_TRIGGER_CANCEL);
if (mFlashSupported) {
mPreviewRequestBuilder.set(CaptureRequest.CONTROL_AE_MODE,
CaptureRequest.CONTROL_AE_MODE_ON_AUTO_FLASH);
}
mCaptureSession.capture(mPreviewRequestBuilder.build(), mCaptureCallback,
mBackgroundHandler);
// 相機(jī)轉(zhuǎn)為正常狀態(tài)
mState = STATE_PREVIEW;
mCaptureSession.setRepeatingRequest(mPreviewRequest, mCaptureCallback,
mBackgroundHandler);
} catch (CameraAccessException e) {
e.printStackTrace();
}
}
然后OpenGL ES將此OES紋理數(shù)據(jù)繪制到屏幕上,我們就可以預(yù)覽到 通過(guò) 片元著色器修改過(guò)后的預(yù)覽效果嗦明,但是這里注意如果 這里只是預(yù)覽的效果改變笼沥,但是 拍照后得到的圖片還是 原圖,本人這里暫時(shí)用的方法是 截圖的方式,就是獲取預(yù)覽
流中的 數(shù)據(jù)后 循環(huán)所有像素奔浅,重繪保存為圖片即可馆纳。
在 Rander 中 的 onDrawFrame() 方法中 ,
/**
* 根據(jù)標(biāo)識(shí) 是否截圖
* 參考url: [http://hounychang.github.io/2015/05/13/%E5%AF%B9GLSurfaceView%E6%88%AA%E5%9B%BE/]
*/
if (CameraV2GLSurfaceView.shouldTakePic) {
CameraV2GLSurfaceView.shouldTakePic = false;
// bindfbo();
int w = surfaceWidth;
int h = surfaceHeight;
int b[] = new int[w * h];
int bt[] = new int[w * h];
IntBuffer buffer = IntBuffer.wrap(b);
buffer.position(0);
GLES20.glReadPixels(0, 0, w, h, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
int pix = b[i * w + j];
int pb = (pix >> 16) & 0xff;
int pr = (pix << 16) & 0x00ff0000;
int pix1 = (pix & 0xff00ff00) | pr | pb;
bt[(h - i - 1) * w + j] = pix1;
}
}
Bitmap inBitmap;
inBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
//為了圖像能小一點(diǎn)乘凸,使用了RGB_565而不是ARGB_8888
inBitmap.copyPixelsFromBuffer(buffer);
inBitmap = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
ByteArrayOutputStream bos = new ByteArrayOutputStream();
inBitmap.compress(Bitmap.CompressFormat.PNG, 90, bos);
byte[] bitmapData = bos.toByteArray();
ByteArrayInputStream fis = new ByteArrayInputStream(bitmapData);
File mFile = new File(mContext.getExternalFilesDir(null), "pic1.png");
try {
FileOutputStream fos = new FileOutputStream(mFile);
byte[] buf = new byte[1024];
int len;
while ((len = fis.read(buf)) > 0) {
fos.write(buf, 0, len);
}
fis.close();
fos.close();
} catch (IOException e) {
e.printStackTrace();
} finally {
//旋轉(zhuǎn)角度
// int rotate = BitmapRotating.readPictureDegree(mFile.getPath());
// BitmapRotating.rotaingImageView(rotate,inBitmap);
inBitmap.recycle();
// unbindfbo();
}
}
long t2 = System.currentTimeMillis();
long t = t2 - t1;
Log.i(TAG, "onDrawFrame: time: " + t);
到這里上個(gè)月的 簡(jiǎn)單的 項(xiàng)目demo 講解已經(jīng)基本完畢厕诡。如有錯(cuò)誤 還望讀者指出累榜,本人小白营勤,不斷學(xué)習(xí)中....