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1. 前言
这段时间,在使用 natario1/CameraView 来实现带滤镜的预览
、拍照
、录像
功能。
由于CameraView
封装的比较到位,在项目前期,的确为我们节省了不少时间。
但随着项目持续深入,对于CameraView
的使用进入深水区,逐渐出现满足不了我们需求的情况。
Github
中的issues
中,有些BUG
作者一直没有修复。
那要怎么办呢 ? 项目迫切地需要实现相关功能,只能自己硬着头皮去看它的源码,去解决这些问题。
上篇文章,我们对拍照的流程有了大致的了解,这篇文章,我们来看下滤镜相关的类,为后面带滤镜拍照的源码解析做下铺垫。
以下源码解析基于CameraView 2.7.2
implementation("com.otaliastudios:cameraview:2.7.2")
为了在博客上更好的展示,本文贴出的代码进行了部分精简
2. 如何设置滤镜
在CameraView
中,通过setFilter(Filter filter)
来设置滤镜。
//初始化亮度滤镜
val brightnessFilter = BrightnessFilter()
//设置亮度值
brightnessFilter.setBrightness(1.5F)
//设置滤镜
cameraView.setFilter(brightnessFilter)
3. Filter
Filter
是一个接口,定义了获取顶点着色器
、获取片元着色器
、当初始化时
、当销毁时
、当绘制时
、设置尺寸
、拷贝滤镜
public interface Filter {/*** 获取顶点着色器*/String getVertexShader();/*** 获取片元着色器*/String getFragmentShader();/*** 初始化时调用*/void onCreate(int programHandle);/*** 销毁时调用* */void onDestroy();/*** 当绘制的时候*/void draw(long timestampUs, float[] transformMatrix);/*** 设置尺寸*/void setSize(int width, int height);/*** 复制滤镜*/Filter copy();
}
4. BaseFilter
BaseFilter
是一个抽象类,实现了Filter
接口,BaseFilter
实现了默认的顶点着色器和片元着色器,在onCreate
的时候,创建了具体执行OpenGL API
的GlTextureProgram
,copy
的时候,会根据OneParameterFilter
和TwoParameterFilter
接口,复制Filter
。
public abstract class BaseFilter implements Filter {//...省略了具体代码...
}
接下来来看BaseFilter
的具体代码
4.1 默认的顶点着色器和片元着色器
实现了默认的顶点着色器和片元着色器
protected final static String DEFAULT_VERTEX_POSITION_NAME = "aPosition";
protected final static String DEFAULT_VERTEX_TEXTURE_COORDINATE_NAME = "aTextureCoord";
protected final static String DEFAULT_VERTEX_MVP_MATRIX_NAME = "uMVPMatrix";
protected final static String DEFAULT_VERTEX_TRANSFORM_MATRIX_NAME = "uTexMatrix";
protected final static String DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME = "vTextureCoord";private static String createDefaultVertexShader(@NonNull String vertexPositionName,@NonNull String vertexTextureCoordinateName,@NonNull String vertexModelViewProjectionMatrixName,@NonNull String vertexTransformMatrixName,@NonNull String fragmentTextureCoordinateName) {return "uniform mat4 "+vertexModelViewProjectionMatrixName+";\n"+ "uniform mat4 "+vertexTransformMatrixName+";\n"+ "attribute vec4 "+vertexPositionName+";\n"+ "attribute vec4 "+vertexTextureCoordinateName+";\n"+ "varying vec2 "+fragmentTextureCoordinateName+";\n"+ "void main() {\n"+ " gl_Position = " +vertexModelViewProjectionMatrixName+" * "+ vertexPositionName+";\n"+ " "+fragmentTextureCoordinateName+" = ("+vertexTransformMatrixName+" * "+ vertexTextureCoordinateName+").xy;\n"+ "}\n";
}private static String createDefaultFragmentShader(@NonNull String fragmentTextureCoordinateName) {return "#extension GL_OES_EGL_image_external : require\n"+ "precision mediump float;\n"+ "varying vec2 "+fragmentTextureCoordinateName+";\n"+ "uniform samplerExternalOES sTexture;\n"+ "void main() {\n"+ " gl_FragColor = texture2D(sTexture, "+fragmentTextureCoordinateName+");\n"+ "}\n";
}
4.2 创建GlTextureProgram
GlTextureProgram
是对OpenGL
纹理绘制的具体实现,这里传入了顶点着色器和片元着色器
等,创建了GlTextureProgram
@Override
public void onCreate(int programHandle) {program = new GlTextureProgram(programHandle,vertexPositionName,vertexModelViewProjectionMatrixName,vertexTextureCoordinateName,vertexTransformMatrixName);programDrawable = new GlRect();
}
4.3 设置尺寸并绘制
在合适的机会设置尺寸并绘制,绘制里面有三个方法onPreDraw
、onDraw
、onPostDraw
,内部都是调用的GlTextureProgram
对应的onPreDraw
、onDraw
、onPostDraw
,而GlTextureProgram
里面,我们现在只需要知道是OpenGL API
具体的方法就行了。
@Override
public void setSize(int width, int height) {size = new Size(width, height);
}@Override
public void draw(long timestampUs, @NonNull float[] transformMatrix) {onPreDraw(timestampUs, transformMatrix);onDraw(timestampUs);onPostDraw(timestampUs);
}protected void onPreDraw(long timestampUs, @NonNull float[] transformMatrix) {program.setTextureTransform(transformMatrix);program.onPreDraw(programDrawable, programDrawable.getModelMatrix());
}protected void onDraw(long timestampUs) {program.onDraw(programDrawable);
}protected void onPostDraw(long timestampUs) {program.onPostDraw(programDrawable);
}
4.4 拷贝滤镜
copy
方法,内部调用了getClass().newInstance()
来反射得到一个新的BaseFilter
,并赋值了Size
,如果实现了OneParameterFilter
或TwoParameterFilter
接口,还会给设置相关的参数。
比如亮度滤镜的亮度值,就需要实现
OneParameterFilter
或TwoParameterFilter
接口,从而使设置的亮度值,赋值到新的BaseFilter
中
@NonNull
@Override
public final BaseFilter copy() {BaseFilter copy = onCopy();if (size != null) {copy.setSize(size.getWidth(), size.getHeight());}if (this instanceof OneParameterFilter) {((OneParameterFilter) copy).setParameter1(((OneParameterFilter) this).getParameter1());}if (this instanceof TwoParameterFilter) {((TwoParameterFilter) copy).setParameter2(((TwoParameterFilter) this).getParameter2());}return copy;
}@NonNull
protected BaseFilter onCopy() {try {return getClass().newInstance();} catch (IllegalAccessException e) {throw new RuntimeException("Filters should have a public no-arguments constructor.", e);} catch (InstantiationException e) {throw new RuntimeException("Filters should have a public no-arguments constructor.", e);}
}
那么我们就会有疑问了,copy
方法在什么情况下会使用呢 ?
根据源码,可以看到在带滤镜拍照相关的SnapshotGlPictureRecorder
类中,会用到copy
方法。
protected void onRendererFilterChanged(@NonNull Filter filter) {mTextureDrawer.setFilter(filter.copy());
}
就是预览和拍照用的BaseFilter
其实不是同一个Fitler
,而是会先copy
一份,再去拍照。
因为为了预览流畅,预览和拍照其实用的不是同一个Surface
(后面会讲),原来的Fitler
已经被预览使用了,所以需要Copy
一份,再给拍照使用。
5. 预置的滤镜
CameraView
预置了一些常见的滤镜,可以直接拿来使用。
5.1 预设的滤镜大全
预设的滤镜有以下这些
5.2 亮度滤镜
比如BrightnessFilter
是调节亮度的滤镜,其代码如下
可以看到,里面传入了相关的GLSL
代码,并在onPreDraw
设置了亮度值。
public class BrightnessFilter extends BaseFilter implements OneParameterFilter {private final static String FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n"+ "precision mediump float;\n"+ "uniform samplerExternalOES sTexture;\n"+ "uniform float brightness;\n"+ "varying vec2 "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+";\n"+ "void main() {\n"+ " vec4 color = texture2D(sTexture, "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+");\n"+ " gl_FragColor = brightness * color;\n"+ "}\n";private float brightness = 2.0f; // 1.0F...2.0Fprivate int brightnessLocation = -1;public BrightnessFilter() { }/*** Sets the brightness adjustment.* 1.0: normal brightness.* 2.0: high brightness.** @param brightness brightness.*/@SuppressWarnings({"WeakerAccess", "unused"})public void setBrightness(float brightness) {if (brightness < 1.0f) brightness = 1.0f;if (brightness > 2.0f) brightness = 2.0f;this.brightness = brightness;}/*** Returns the current brightness.** @see #setBrightness(float)* @return brightness*/@SuppressWarnings({"unused", "WeakerAccess"})public float getBrightness() {return brightness;}@Overridepublic void setParameter1(float value) {// parameter is 0...1, brightness is 1...2.setBrightness(value + 1);}@Overridepublic float getParameter1() {// parameter is 0...1, brightness is 1...2.return getBrightness() - 1F;}@NonNull@Overridepublic String getFragmentShader() {return FRAGMENT_SHADER;}@Overridepublic void onCreate(int programHandle) {super.onCreate(programHandle);brightnessLocation = GLES20.glGetUniformLocation(programHandle, "brightness");Egloo.checkGlProgramLocation(brightnessLocation, "brightness");}@Overridepublic void onDestroy() {super.onDestroy();brightnessLocation = -1;}@Overrideprotected void onPreDraw(long timestampUs, @NonNull float[] transformMatrix) {super.onPreDraw(timestampUs, transformMatrix);GLES20.glUniform1f(brightnessLocation, brightness);Egloo.checkGlError("glUniform1f");}
}
6. MultiFilter
单个滤镜的调用直接调用某个滤镜就可以了,但如果是多个滤镜进行叠加,那么就需要用到MultiFilter
,通过addFilter()
来叠加多个滤镜。
public class MultiFilter implements Filter, OneParameterFilter, TwoParameterFilter {//...省略了具体代码...
}
6.1 添加滤镜
将添加的滤镜存储在filters
列表中
final List<Filter> filters = new ArrayList<>();public void addFilter(@NonNull Filter filter) {if (filter instanceof MultiFilter) {MultiFilter multiFilter = (MultiFilter) filter;for (Filter multiChild : multiFilter.filters) {addFilter(multiChild);}return;}synchronized (lock) {if (!filters.contains(filter)) {filters.add(filter);states.put(filter, new State());}}
}
6.2 绘制滤镜
遍历filters
列表,并调用一系列OpenGL
的方法,逐个绘制滤镜,上一个滤镜绘制好后,下一个滤镜在上一个滤镜的基础上再绘制,从而最终达到滤镜叠加的效果。
@Override
public void draw(long timestampUs, @NonNull float[] transformMatrix) {synchronized (lock) {for (int i = 0; i < filters.size(); i++) {boolean isFirst = i == 0;boolean isLast = i == filters.size() - 1;Filter filter = filters.get(i);State state = states.get(filter);maybeSetSize(filter);maybeCreateProgram(filter, isFirst, isLast);maybeCreateFramebuffer(filter, isFirst, isLast);//noinspection ConstantConditionsGLES20.glUseProgram(state.programHandle);// Define the output framebuffer.// Each filter outputs into its own framebuffer object, except the// last filter, which outputs into the default framebuffer.if (!isLast) {state.outputFramebuffer.bind();GLES20.glClearColor(0, 0, 0, 0);} else {GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);}// Perform the actual drawing.// The first filter should apply all the transformations. Then,// since they are applied, we should use a no-op matrix.if (isFirst) {filter.draw(timestampUs, transformMatrix);} else {filter.draw(timestampUs, Egloo.IDENTITY_MATRIX);}// Set the input for the next cycle:// It is the framebuffer texture from this cycle. If this is the last// filter, reset this value just to cleanup.if (!isLast) {state.outputTexture.bind();} else {GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);GLES20.glActiveTexture(GLES20.GL_TEXTURE0);}GLES20.glUseProgram(0);}}
}
7. 其他
7.1 CameraView源码解析系列
Android 相机库CameraView源码解析 (一) : 预览-CSDN博客
Android 相机库CameraView源码解析 (二) : 拍照-CSDN博客
Android 相机库CameraView源码解析 (三) : 滤镜相关类说明-CSDN博客
Android 相机库CameraView源码解析 (四) : 带滤镜拍照-CSDN博客
Android 相机库CameraView源码解析 (五) : 保存滤镜效果-CSDN博客
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