Android 相机库CameraView源码解析 (五) : 带滤镜拍照

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。
而这篇文章是其中关于CameraView怎么带滤镜拍照的源码解析。

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

在这里插入图片描述

2. takePictureSnapshot

带滤镜拍照的入口是CameraView.takePictureSnapshot()

cameraView.takePictureSnapshot()

这部分的代码调用和普通拍照的链路一样,具体详见之前的文章 : Android 相机库CameraView源码解析 (二) : 拍照,顺着链路会调用到Camera2Engine.onTakePictureSnapshot()中的mPictureRecorder.take() ,这里的mPictureRecorder的类型是PictureRecorder抽象类

public abstract class PictureRecorder {
   
    public PictureRecorder(@NonNull PictureResult.Stub stub,
                           @Nullable PictureResultListener listener) {
        mResult = stub;
        mListener = listener;
    }
    
    public abstract void take();

    public interface PictureResultListener {

        void onPictureShutter(boolean didPlaySound);

        void onPictureResult(@Nullable PictureResult.Stub result, Exception error);
    }
}

这里普通拍照和带滤镜的实现类就有区别了。
普通拍照mPictureRecorder的实现类是Snapshot2PictureRecorder,而带滤镜拍照的实现类是SnapshotGlPictureRecorder
SnapshotGlPictureRecorder.take()方法内部最终会调用到SnapshotGlPictureRecorder.takeFrame()

protected void onRendererFrame(final SurfaceTexture surfaceTexture,final int rotation,
                             final float scaleX,final float scaleY) {
    final EGLContext eglContext = EGL14.eglGetCurrentContext();
    takeFrame(surfaceTexture, rotation, scaleX, scaleY, eglContext);
}

takeFrame()方法就是带滤镜拍照的核心实现了,接下来我们来看这部分代码。

2. 创建EGL窗口

首先,会创建EGL窗口,这里创建了一个假的,前台不可见的一个EGL窗口,专门用来保存图片

// 0. EGL window will need an output.
// We create a fake one as explained in javadocs.
final int fakeOutputTextureId = 9999;
SurfaceTexture fakeOutputSurface = new SurfaceTexture(fakeOutputTextureId);
fakeOutputSurface.setDefaultBufferSize(mResult.size.getWidth(), mResult.size.getHeight());

3. 创建EGL Surface

接着,来创建EglSurface

// 1. Create an EGL surface
final EglCore core = new EglCore(eglContext, EglCore.FLAG_RECORDABLE);
final EglSurface eglSurface = new EglWindowSurface(core, fakeOutputSurface);
eglSurface.makeCurrent();

3.1 EglSurface

其中,这个com.otaliastudios.opengl.EglSurface是作者自己创建的,继承自EglNativeSurface,其内部调用了EglCore,这个EglCore是什么呢 ? 我们接着往下看

public open class EglNativeSurface internal constructor(
        internal var eglCore: EglCore,
        internal var eglSurface: EglSurface) {

    private var width = -1
    private var height = -1

    /**
     * Can be called by subclasses whose width is guaranteed to never change,
     * so we can cache this value. For window surfaces, this should not be called.
     */
    @Suppress("unused")
    protected fun setWidth(width: Int) {
        this.width = width
    }

    /**
     * Can be called by subclasses whose height is guaranteed to never change,
     * so we can cache this value. For window surfaces, this should not be called.
     */
    @Suppress("unused")
    protected fun setHeight(height: Int) {
        this.height = height
    }

    /**
     * Returns the surface's width, in pixels.
     *
     * If this is called on a window surface, and the underlying surface is in the process
     * of changing size, we may not see the new size right away (e.g. in the "surfaceChanged"
     * callback).  The size should match after the next buffer swap.
     */
    @Suppress("MemberVisibilityCanBePrivate")
    public fun getWidth(): Int {
        return if (width < 0) {
            eglCore.querySurface(eglSurface, EGL_WIDTH)
        } else {
            width
        }
    }

    /**
     * Returns the surface's height, in pixels.
     */
    @Suppress("MemberVisibilityCanBePrivate")
    public fun getHeight(): Int {
        return if (height < 0) {
            eglCore.querySurface(eglSurface, EGL_HEIGHT)
        } else {
            height
        }
    }

    /**
     * Release the EGL surface.
     */
    public open fun release() {
        eglCore.releaseSurface(eglSurface)
        eglSurface = EGL_NO_SURFACE
        height = -1
        width = -1
    }

    /**
     * Whether this surface is current on the
     * attached [EglCore].
     */
    @Suppress("MemberVisibilityCanBePrivate")
    public fun isCurrent(): Boolean {
        return eglCore.isSurfaceCurrent(eglSurface)
    }

    /**
     * Makes our EGL context and surface current.
     */
    @Suppress("unused")
    public fun makeCurrent() {
        eglCore.makeSurfaceCurrent(eglSurface)
    }

    /**
     * Makes no surface current for the attached [eglCore].
     */
    @Suppress("unused")
    public fun makeNothingCurrent() {
        eglCore.makeCurrent()
    }

    /**
     * Sends the presentation time stamp to EGL.
     * [nsecs] is the timestamp in nanoseconds.
     */
    @Suppress("unused")
    public fun setPresentationTime(nsecs: Long) {
        eglCore.setSurfacePresentationTime(eglSurface, nsecs)
    }
}

3.2 EglCore

可以看到EglNativeSurface内部其实基本上就是调用的EglCoreEglCore内部封装了EGL相关的方法。
这里的具体实现我们不需要细看,只需要知道EglSurface是作者自己实现的一个Surface就可以了,内部封装了EGL,可以实现和GlSurfaceView类似的一些功能,在这里使用的EglSurface是专门给拍照准备的。

这样做的好处在于拍照的时候,预览界面(GLSurfaceView)不会出现卡顿的现象,但是坏处也显而易见,就是可能会出现预览效果和拍照的实际效果不一致的情况。

OpenGL是一个跨平台的操作GPUAPIOpenGL需要本地视窗系统进行交互,就需要一个中间控制层。
EGL就是连接OpenGL ES和本地窗口系统的接口,引入EGL就是为了屏蔽不同平台上的区别。

public expect class EglCore : EglNativeCore

public open class EglNativeCore internal constructor(sharedContext: EglContext = EGL_NO_CONTEXT, flags: Int = 0) {

    private var eglDisplay: EglDisplay = EGL_NO_DISPLAY
    private var eglContext: EglContext = EGL_NO_CONTEXT
    private var eglConfig: EglConfig? = null
    private var glVersion = -1 // 2 or 3

    init {
        eglDisplay = eglGetDefaultDisplay()
        if (eglDisplay === EGL_NO_DISPLAY) {
            throw RuntimeException("unable to get EGL14 display")
        }

        if (!eglInitialize(eglDisplay, IntArray(1), IntArray(1))) {
            throw RuntimeException("unable to initialize EGL14")
        }

        // Try to get a GLES3 context, if requested.
        val chooser = EglNativeConfigChooser()
        val recordable = flags and FLAG_RECORDABLE != 0
        val tryGles3 = flags and FLAG_TRY_GLES3 != 0
        if (tryGles3) {
            val config = chooser.getConfig(eglDisplay, 3, recordable)
            if (config != null) {
                val attributes = intArrayOf(EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE)
                val context = eglCreateContext(eglDisplay, config, sharedContext, attributes)
                try {
                    Egloo.checkEglError("eglCreateContext (3)")
                    eglConfig = config
                    eglContext = context
                    glVersion = 3
                } catch (e: Exception) {
                    // Swallow, will try GLES2
                }
            }
        }

        // If GLES3 failed, go with GLES2.
        val tryGles2 = eglContext === EGL_NO_CONTEXT
        if (tryGles2) {
            val config = chooser.getConfig(eglDisplay, 2, recordable)
            if (config != null) {
                val attributes = intArrayOf(EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE)
                val context = eglCreateContext(eglDisplay, config, sharedContext, attributes)
                Egloo.checkEglError("eglCreateContext (2)")
                eglConfig = config
                eglContext = context
                glVersion = 2
            } else {
                throw RuntimeException("Unable to find a suitable EGLConfig")
            }
        }
    }

    /**
     * Discards all resources held by this class, notably the EGL context.  This must be
     * called from the thread where the context was created.
     * On completion, no context will be current.
     */
    internal open fun release() {
        if (eglDisplay !== EGL_NO_DISPLAY) {
            // Android is unusual in that it uses a reference-counted EGLDisplay.  So for
            // every eglInitialize() we need an eglTerminate().
            eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)
            eglDestroyContext(eglDisplay, eglContext)
            eglReleaseThread()
            eglTerminate(eglDisplay)
        }
        eglDisplay = EGL_NO_DISPLAY
        eglContext = EGL_NO_CONTEXT
        eglConfig = null
    }

    /**
     * Makes this context current, with no read / write surfaces.
     */
    internal open fun makeCurrent() {
        if (!eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, eglContext)) {
            throw RuntimeException("eglMakeCurrent failed")
        }
    }

    /**
     * Destroys the specified surface.  Note the EGLSurface won't actually be destroyed if it's
     * still current in a context.
     */
    internal fun releaseSurface(eglSurface: EglSurface) {
        eglDestroySurface(eglDisplay, eglSurface)
    }

    /**
     * Creates an EGL surface associated with a Surface.
     * If this is destined for MediaCodec, the EGLConfig should have the "recordable" attribute.
     */
    internal fun createWindowSurface(surface: Any): EglSurface {
        // Create a window surface, and attach it to the Surface we received.
        val surfaceAttribs = intArrayOf(EGL_NONE)
        val eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig!!, surface, surfaceAttribs)
        Egloo.checkEglError("eglCreateWindowSurface")
        if (eglSurface === EGL_NO_SURFACE) throw RuntimeException("surface was null")
        return eglSurface
    }

    /**
     * Creates an EGL surface associated with an offscreen buffer.
     */
    internal fun createOffscreenSurface(width: Int, height: Int): EglSurface {
        val surfaceAttribs = intArrayOf(EGL_WIDTH, width, EGL_HEIGHT, height, EGL_NONE)
        val eglSurface = eglCreatePbufferSurface(eglDisplay, eglConfig!!, surfaceAttribs)
        Egloo.checkEglError("eglCreatePbufferSurface")
        if (eglSurface === EGL_NO_SURFACE) throw RuntimeException("surface was null")
        return eglSurface
    }

    /**
     * Makes our EGL context current, using the supplied surface for both "draw" and "read".
     */
    internal fun makeSurfaceCurrent(eglSurface: EglSurface) {
        if (eglDisplay === EGL_NO_DISPLAY) logv("EglCore", "NOTE: makeSurfaceCurrent w/o display")
        if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
            throw RuntimeException("eglMakeCurrent failed")
        }
    }

    /**
     * Makes our EGL context current, using the supplied "draw" and "read" surfaces.
     */
    internal fun makeSurfaceCurrent(drawSurface: EglSurface, readSurface: EglSurface) {
        if (eglDisplay === EGL_NO_DISPLAY) logv("EglCore", "NOTE: makeSurfaceCurrent w/o display")
        if (!eglMakeCurrent(eglDisplay, drawSurface, readSurface, eglContext)) {
            throw RuntimeException("eglMakeCurrent(draw,read) failed")
        }
    }

    /**
     * Calls eglSwapBuffers. Use this to "publish" the current frame.
     * @return false on failure
     */
    internal fun swapSurfaceBuffers(eglSurface: EglSurface): Boolean {
        return eglSwapBuffers(eglDisplay, eglSurface)
    }

    /**
     * Sends the presentation time stamp to EGL.  Time is expressed in nanoseconds.
     */
    internal fun setSurfacePresentationTime(eglSurface: EglSurface, nsecs: Long) {
        eglPresentationTime(eglDisplay, eglSurface, nsecs)
    }

    /**
     * Returns true if our context and the specified surface are current.
     */
    internal fun isSurfaceCurrent(eglSurface: EglSurface): Boolean {
        return eglContext == eglGetCurrentContext()
                && eglSurface == eglGetCurrentSurface(EGL_DRAW)
    }

    /**
     * Performs a simple surface query.
     */
    internal fun querySurface(eglSurface: EglSurface, what: Int): Int {
        val value = IntArray(1)
        eglQuerySurface(eglDisplay, eglSurface, what, value)
        return value[0]
    }

    public companion object {
        /**
         * Constructor flag: surface must be recordable.  This discourages EGL from using a
         * pixel format that cannot be converted efficiently to something usable by the video
         * encoder.
         */
        internal const val FLAG_RECORDABLE = 0x01

        /**
         * Constructor flag: ask for GLES3, fall back to GLES2 if not available.  Without this
         * flag, GLES2 is used.
         */
        internal const val FLAG_TRY_GLES3 = 0x02
    }
}

4. 修改transform

这里的mTextureDrawerGlTextureDrawerGlTextureDrawer是一个绘制的管理类,无论是GlCameraPreview(预览)还是SnapshotGlPictureRecorder(带滤镜拍照),都是调用GlTextureDrawer.draw()来渲染openGL的。

public class GlTextureDrawer {
	//...省略了不重要的代码...

    private final GlTexture mTexture;
    private float[] mTextureTransform = Egloo.IDENTITY_MATRIX.clone();

    public void draw(final long timestampUs) {
        //...省略了不重要的代码...
        
        if (mProgramHandle == -1) {
            mProgramHandle = GlProgram.create(
                    mFilter.getVertexShader(),
                    mFilter.getFragmentShader());
            mFilter.onCreate(mProgramHandle);
        }

        GLES20.glUseProgram(mProgramHandle);
        mTexture.bind();
        mFilter.draw(timestampUs, mTextureTransform);
        mTexture.unbind();
        GLES20.glUseProgram(0);
    }

    public void release() {
        if (mProgramHandle == -1) return;
        mFilter.onDestroy();
        GLES20.glDeleteProgram(mProgramHandle);
        mProgramHandle = -1;
    }
}

transform ,也就是mTextureTransform,会传到Filter.draw()中,最终会改变OpenGL绘制的坐标矩阵,也就是GLSL中的uMVPMatrix变量。
而这边就是修改transform 的值,从而对图像进行镜像、旋转等操作。

final float[] transform = mTextureDrawer.getTextureTransform();

// 2. Apply preview transformations
surfaceTexture.getTransformMatrix(transform);
float scaleTranslX = (1F - scaleX) / 2F;
float scaleTranslY = (1F - scaleY) / 2F;
Matrix.translateM(transform, 0, scaleTranslX, scaleTranslY, 0);
Matrix.scaleM(transform, 0, scaleX, scaleY, 1);

// 3. Apply rotation and flip
 // If this doesn't work, rotate "rotation" before scaling, like GlCameraPreview does.
 Matrix.translateM(transform, 0, 0.5F, 0.5F, 0); // Go back to 0,0
 Matrix.rotateM(transform, 0, rotation + mResult.rotation, 0, 0, 1); // Rotate to OUTPUT
 Matrix.scaleM(transform, 0, 1, -1, 1); // Vertical flip because we'll use glReadPixels
 Matrix.translateM(transform, 0, -0.5F, -0.5F, 0); // Go back to old position

5. 绘制Overlay

这个没有研究过,似乎是用来绘制覆盖层。这不重要,这里跳过,一般也不会进入这个逻辑。

// 4. Do pretty much the same for overlays
if (mHasOverlay) {
    // 1. First we must draw on the texture and get latest image
    mOverlayDrawer.draw(Overlay.Target.PICTURE_SNAPSHOT);

    // 2. Then we can apply the transformations
    Matrix.translateM(mOverlayDrawer.getTransform(), 0, 0.5F, 0.5F, 0);
    Matrix.rotateM(mOverlayDrawer.getTransform(), 0, mResult.rotation, 0, 0, 1);
    Matrix.scaleM(mOverlayDrawer.getTransform(), 0, 1, -1, 1); // Vertical flip because we'll use glReadPixels
    Matrix.translateM(mOverlayDrawer.getTransform(), 0, -0.5F, -0.5F, 0);
}
mResult.rotation = 0;

6. 绘制并保存

这里就是带滤镜拍照部分,核心中的核心代码了。
这里主要分为两步

  • mTextureDrawer.draw : 绘制滤镜
  • eglSurface.toByteArray : 将画面保存为JPEG格式的Byte数组
// 5. Draw and save
long timestampUs = surfaceTexture.getTimestamp() / 1000L;
LOG.i("takeFrame:", "timestampUs:", timestampUs);
mTextureDrawer.draw(timestampUs);
if (mHasOverlay) mOverlayDrawer.render(timestampUs);
mResult.data = eglSurface.toByteArray(Bitmap.CompressFormat.JPEG);

这部分具体的代码具体详见下篇文章

7. 释放资源

// 6. Cleanup
eglSurface.release();
mTextureDrawer.release();
fakeOutputSurface.release();
if (mHasOverlay) mOverlayDrawer.release();
core.release();
dispatchResult();

8. 其他

8.1 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) : 带滤镜预览-CSDN博客
Android 相机库CameraView源码解析 (五) : 带滤镜拍照-CSDN博客
Android 相机库CameraView源码解析 (六) : 保存滤镜效果-CSDN博客

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