将旋转应用于 GLSurfaceView

如何解决将旋转应用于 GLSurfaceView

我正在尝试使用 GLSurfaceView 来呈现来自 Camera2 的输出。当设备处于纵向模式时它可以正常工作,但是当旋转到横向时,图片当然是“横向”。

关于如何对输出应用旋转,我已经做了一些环顾四周,但是似乎有多种不同的方法,我希望有一种适合我的简单方法。

这是我的 GLSurfaceView 后代的删节版:

public class DWGLCameraView extends GLSurfaceView implements Renderer,OnFrameAvailableListener {
    
    // Other parts snipped

    public void onDrawFrame(GL10 gl) {

        mSurfaceTexture.updateTexImage();
        float[] mtx = new float[16];
        mSurfaceTexture.getTransformMatrix(mtx);

        // Can I do something here to apply the rotation?

        mDrawer.draw(mtx);

    }  
}

..还有这个(如果有帮助的话),就是绘图程序 DWGLDrawer 类:

import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.Matrix;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

public class DWGLDrawer {

    private final String vertexShaderCode =
            "attribute vec4 vPosition;" +
            "attribute vec4 inputTextureCoordinate;" +
            "uniform mat4 u_xform;\n" +
            "varying vec2 textureCoordinate;" +
            "void main()" +
            "{"+
                "gl_Position = vPosition;"+
                "textureCoordinate = (u_xform * inputTextureCoordinate).xy;" +
            "}";

    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" +
            "}";

    private FloatBuffer vertexBuffer,textureVerticesBuffer;
    private ShortBuffer drawListBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mTextureCoordHandle;

    private short drawOrder[] = { 0,1,2,3 }; // order to draw vertices

    // number of coordinates per vertex in this array
    private static final int COORDS_PER_VERTEX = 2;

    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

    private static float squareCoords[] = {
       -1.0f,1.0f,-1.0f,};

    private static float textureVertices[] = {
        0.0f,0.0f,};

    private int texture;
    private int mTransformLocation;

    public DWGLDrawer(int texture) {
        this.texture = texture;
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(squareCoords);
        vertexBuffer.position(0);

        // initialize byte buffer for the draw list
        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    = loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode);
        int fragmentShader  = 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);                  // creates OpenGL ES program executables
    
        mTransformLocation = GLES20.glGetUniformLocation(mProgram,"u_xform");
    }

    public void draw(float[] mtx) {
        GLES20.glUseProgram(mProgram);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,texture);

        GLES20.glUniformMatrix4fv(mTransformLocation,false,mtx,0);
        
        // get handle to vertex shader's vPosition member
        int positionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(positionHandle);

        // Prepare the <insert shape here> coordinate data
        GLES20.glVertexAttribPointer(positionHandle,COORDS_PER_VERTEX,GLES20.GL_FLOAT,vertexStride,vertexBuffer);

        int textureCoordHandle = GLES20.glGetAttribLocation(mProgram,"inputTextureCoordinate");
        GLES20.glEnableVertexAttribArray(textureCoordHandle);
        
//        textureVerticesBuffer.clear();
//        textureVerticesBuffer.put( transformTextureCoordinates( textureVertices,mtx ));
//        textureVerticesBuffer.position(0);
        GLES20.glVertexAttribPointer(textureCoordHandle,textureVerticesBuffer);

        GLES20.glDrawElements(GLES20.GL_TRIANGLES,drawOrder.length,GLES20.GL_UNSIGNED_SHORT,drawListBuffer);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(positionHandle);
        GLES20.glDisableVertexAttribArray(textureCoordHandle);
    }
    
    private int loadShader(int type,String shaderCode) {

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader,shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }

    private float[] transformTextureCoordinates( float[] coords,float[] matrix) {          
       float[] result = new float[ coords.length ];        
       float[] vt = new float[4];      

       for ( int i = 0 ; i < coords.length ; i += 2 ) {
           float[] v = { coords[i],coords[i+1],1  };
           Matrix.multiplyMV(vt,matrix,v,0);
           result[i] = vt[0];
           result[i+1] = vt[1];
       }
       return result;
    }
}

根据我在 onDrawFrame 中的评论,我认为我可以在那里应用轮换。我试过这个:

if (mRotation > 0)
  Matrix.rotateM(mtx,mRotation,0f,-1f);

(mRotation 是以度为单位的旋转值)

然而,这导致了一张难以理解的图片,所以我认为这是完全错误的,或者我需要做其他事情

请记住,我使用的是 Camera2,所以 setDisplayOrientation(来自 Camera)不是一个选项

编辑

我现在已经包含了 DWGLDrawer 的整个声明,并添加到描述中

解决方法

一般来说,您的方法应该是正确的(假设 mRotation 以度为单位,并且基于 Display.getRotation() 之类的东西来确定您的 UI 方向 - 请注意,getRotation 不返回度数,因此必须调整该值) .

但是,这里没有您的着色器代码,因此很难说您是否以与您使用的 rotateM 调用兼容的方式使用 mTransformLocation。因此,您可能只需要调试您看到的矩阵值、rotate 调用的作用等,以找出数学问题在哪里。不幸的是,在处理 EGL(或任何地方,真的)中的转换时很常见。

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