Android音视频-视频采集(OpenGL ES渲染)

之前有介绍过这方面的知识内容
Android音视频-视频采集(系统API预览)
Android音视频-视频采集(Camera预览)
Android音视频-视频采集(Camera2预览基础)
Android音视频-视频采集(Camera2功能实现)

上面的都是基于Android的高级应用层API来实现的音视频的采集和编码,下面我们要打开摄像头通过OpenGL ES底层native代码来渲染视频画面。

简介

总体的思路是从摄像头采集到视频的数据,然后传递给底层的OpenGL ES来渲染显示到上层的SurfaceView上面,项目总体文件结构如下:


下面的实现列出关键的步骤和代码,完整的项目代码文章末尾列出。

Java上层代码实现

这里主要是Android应用层的Camera的一些配置切换等操作,并且通过native接口调用底层的实现代码
代码简单类图:


前面的一些权限配置等基础的代码就不列出。主要类是LPreviewScheduler.java文件

  • LPreviewView:SurfaceView继承封装类
  • LVideoCamera:封装操作Camera的一些方法
  • LPreviewScheduler:总体调度器,包含上面两个类,并且对外提供应用接口

    上面的操作Camera的类LVideoCamera.java是基于Camera来做的,详细可见以前文章的一些介绍。下面主要列出LPreviewScheduler的代码实现。

package com.lyman.camerapreview.preview;

import android.hardware.Camera.CameraInfo;
import android.util.Log;
import android.view.Surface;
import android.view.SurfaceHolder;

public class LPreviewScheduler
        implements LVideoCamera.LVideoCameraCallback, LPreviewView.LPreviewViewCallback {
    static {
        System.loadLibrary("camerapreview");
    }
    private static final String TAG = "LPreviewScheduler";
    private LPreviewView mPreviewView;
    private LVideoCamera mCamera;

    public LPreviewScheduler(LPreviewView previewView, LVideoCamera camera) {
        isStopped = false;
        this.mPreviewView = previewView;
        this.mCamera = camera;
        this.mPreviewView.setCallback(this);
        this.mCamera.setCallback(this);
    }

    public int getNumberOfCameras() {
        if (null != mCamera) {
            return mCamera.getNumberOfCameras();
        }
        return -1;
    }

    /** 切换摄像头, 底层会在返回来调用configCamera, 之后在启动预览 **/
    public native void switchCameraFacing();

    private boolean isFirst = true;
    private boolean isSurfaceExsist = false;
    private boolean isStopped = false;
    private int defaultCameraFacingId = CameraInfo.CAMERA_FACING_FRONT;
    @Override
    public void createSurface(Surface surface, int width, int height){
        startPreview(surface, width, height, defaultCameraFacingId);
    }
    private void startPreview(Surface surface, int width, int height, final int cameraFacingId){
        if (isFirst) {
            prepareEGLContext(surface, width, height, cameraFacingId);
            isFirst = false;
        } else {
            createWindowSurface(surface);
        }
        isSurfaceExsist = true;
    }
    public void startPreview(final int cameraFacingId){
        try {
            if(null != mPreviewView){
                SurfaceHolder holder = mPreviewView.getHolder();
                if(null != holder){
                    Surface surface = holder.getSurface();
                    if(null != surface){
                        startPreview(surface, mPreviewView.getWidth(), mPreviewView.getHeight(), cameraFacingId);
                    }
                }
            }
        } catch (Throwable e) {
            e.printStackTrace();
        }
    }
    public native void prepareEGLContext(Surface surface, int width, int height, int cameraFacingId);
    public native void createWindowSurface(Surface surface);

    @Override
    public native void resetRenderSize(int width, int height);

    @Override
    public void destroySurface(){
        if(isStopped){
            this.stopPreview();
        } else{
            this.destroyWindowSurface();
        }
        isSurfaceExsist = false;
    }

    public void stop() {
        isStopped = true;
        if(!isSurfaceExsist){
            this.stopPreview();
        }
    }
    private void stopPreview(){
        this.destroyEGLContext();
        isFirst = true;
        isSurfaceExsist = false;
        isStopped = false;
    }
    public native void destroyWindowSurface();
    public native void destroyEGLContext();

    /**
     * 当Camera捕捉到了新的一帧图像的时候会调用这个方法,因为更新纹理必须要在EGLThread中,
     * 所以配合下updateTexImageFromNative使用
     **/
    @Override
    public native void notifyFrameAvailable();

    public void onPermissionDismiss(String tip){
        Log.i("problem", "onPermissionDismiss : " + tip);
    }

    private CameraConfigInfo mConfigInfo;
    /** 当底层创建好EGLContext之后,回调回来配置Camera,返回Camera的配置信息,然后在EGLThread线程中回调回来继续做Camera未完的配置以及Preview **/
    public CameraConfigInfo configCameraFromNative(int cameraFacingId){
        defaultCameraFacingId = cameraFacingId;
        mConfigInfo = mCamera.configCameraFromNative(cameraFacingId);
        return mConfigInfo;
    }
    /** 当底层EGLThread创建初纹理之后,设置给Camera **/
    public void startPreviewFromNative(int textureId) {
        mCamera.setCameraPreviewTexture(textureId);
    }
    /** 当底层EGLThread更新纹理的时候调用这个方法 **/
    public void updateTexImageFromNative() {
        mCamera.updateTexImage();
    }
    /** 释放掉当前的Camera **/
    public void releaseCameraFromNative(){
        mCamera.releaseCamera();
    }

}

从开始显示到停止的过程通过下面的图串一遍


上层代码还是比较简单的。

Native层代码分析

下面主要介绍底层的C++实现代码。

配置项目

首先看一下C++文件的目录结构:


上面我配置了两个输出so库,一个commontool和一个camerapreview库,其中camerapreview引用commontool中的实现代码。
CmakeLists.txt在项目中的配置略,看其中的配置C++代码如下:

cmake_minimum_required(VERSION 3.4.1)
find_library( # Sets the name of the path variable.
              log-lib

              # Specifies the name of the NDK library that
              # you want CMake to locate.
              log )

set(PATH_TO_ROOT ${CMAKE_SOURCE_DIR}/src/main/cpp)

include_directories(${PATH_TO_ROOT}/libcommon/)

file(GLOB FILES_LIB_COMMON "${PATH_TO_ROOT}/libcommon/*.cpp")
file(GLOB FILES_LIB_COMMON_EGL_CORE "${PATH_TO_ROOT}/libcommon/egl_core/*.cpp")
file(GLOB FILES_LIB_COMMON_MSG_Q "${PATH_TO_ROOT}/libcommon/message_queue/*.cpp")
file(GLOB FILES_LIB_COMMON_GL_MEDIA "${PATH_TO_ROOT}/libcommon/opengl_media/*.cpp")
file(GLOB FILES_LIB_COMMON_GL_MEDIA_RENDER "${PATH_TO_ROOT}/libcommon/opengl_media/render/*.cpp")
file(GLOB FILES_LIB_COMMON_GL_MEDIA_TEXTURE "${PATH_TO_ROOT}/libcommon/opengl_media/texture/*.cpp")
file(GLOB FILES_LIB_COMMON_GL_MEDIA_TEXTURE_COPIER "${PATH_TO_ROOT}/libcommon/opengl_media/texture_copier/*.cpp")
file(GLOB FILES_LIB_COMMON_SL_MEDIA "${PATH_TO_ROOT}/libcommon/opensl_media/*.cpp")

add_library( # Sets the name of the library.
             commontool

             # Sets the library as a shared library.
             SHARED

             # Provides a relative path to your source file(s).
             ${FILES_LIB_COMMON}
             ${FILES_LIB_COMMON_EGL_CORE}
             ${FILES_LIB_COMMON_MSG_Q}
             ${FILES_LIB_COMMON_GL_MEDIA}
             ${FILES_LIB_COMMON_GL_MEDIA_RENDER}
             ${FILES_LIB_COMMON_GL_MEDIA_TEXTURE}
             ${FILES_LIB_COMMON_GL_MEDIA_TEXTURE_COPIER}
             ${FILES_LIB_COMMON_SL_MEDIA}
             )

# Include libraries needed for renderer lib
target_link_libraries(
                      commontool
                      ${log-lib}
                      android
                      GLESv2
                      EGL
                      OpenSLES)

include_directories(${PATH_TO_ROOT}/camera_preview/)

file(GLOB FILES_LIB_CAMERA_PREVIEW "${PATH_TO_ROOT}/camera_preview/*.cpp")

add_library( # Sets the name of the library.
             camerapreview

             # Sets the library as a shared library.
             SHARED

             # Provides a relative path to your source file(s).
             ${FILES_LIB_CAMERA_PREVIEW}
             ${PATH_TO_ROOT}/LPreviewScheduler.cpp
             )

# Include libraries needed for renderer lib
target_link_libraries(
                      camerapreview
                      commontool)

其中核心交互的类文件为mv_recording_preview_controller.cpp,它与上层的交互过程已经在上面列出来,下面主要分析这个类的实现。

实现代码

类文件mv_recording_preview_controller.cpp为和上层交互的主要集合类,串联了其他各个模块的实现。
主要的使用类如下:

  • MVRecordingPreviewHandler:实现了消息机制,上层所有方法的调用通过它转发到消息队列调用
  • EGLSurface:通过接受上层的Surface构造显示视图
  • render_preview_renderer:渲染视图逻辑处理类,这个里面主要是OpenGL ES相关的实现代码

底层的实现的代码还是在OpenGL ES的渲染部分,里面的细节实现代码还没有完全弄明白,这里先串联出整个的渲染的流程,具体细节日后慢慢了解了再细究。下面是render_preview_renderer.cpp的实现大体流程:

其中渲染模块的OpenGL代码没有完全吃透。待以后补充。

本文Demo代码
原参考书籍代码

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转载自blog.csdn.net/lyman_ye/article/details/81017326