如何操作相机preVIEW?相机、操作、preVIEW

2023-09-11 20:16:04 作者:Tdliche(致命)

有几个教程那里解释如何得到一个简单的摄像头preVIEW和运行在Android设备上。但我找不到解释如何来处理图像它被渲染之前的任何实例。 我想要做的就是实现自定义的彩色滤光片,模拟如红色和/或绿色的不足。

There are several tutorials out there which explain how to get a simple camera preview up and running on an android device. But i couldn't find any example which explains how to manipulate the image before it's being rendered. What I want to do is implementing custom color filters to simulate e.g. red and/or green deficiency.

推荐答案

我做了这方面的一些研究和整理工作(ISH)的例子。下面是我发现。这是pretty的容易得到的原始数据即将关闭摄像机。它返回一个YUV字节数组。你需要手动绘制它到表面上,以便能够对其进行修改。要做到这一点你需要有一个你可以手动运行绘制调用的SurfaceView。有一对夫妇的标志,你可以设置实现这一目标。

I did some research on this and put together a working(ish) example. Here's what I found. It's pretty easy to get the raw data coming off of the camera. It's returned as a YUV byte array. You'd need to draw it manually onto a surface in order to be able to modify it. To do that you'd need to have a SurfaceView that you can manually run draw calls with. There are a couple of flags you can set that accomplish that.

为了做绘图调用手动你需要的字节数组转换成某种形式的位图。位图和BitmapDe codeR似乎没有处理YUV字节数组非常好,在这一点上。还有的是针对这个错误,但不做的状态是不是有什么。所以,人们一直在试图去$ C C字节数组$成RGB格式的自己。

In order to do the draw call manually you'd need to convert the byte array into a bitmap of some sort. Bitmaps and the BitmapDecoder don't seem to handle the YUV byte array very well at this point. There's been a bug filed for this but don't don't what the status is on that. So people have been trying to decode the byte array into an RGB format themselves.

好像在做解码手动已经有点慢,人有不同程度的与它的成功。这样的事情应该大概真的用天然code在NDK级别进行。

Seems like doing the decoding manually has been kinda slow and people have had various degrees of success with it. Something like this should probably really be done with native code at the NDK level.

不过,有可能得到它的工作。此外,我的小演示只是我花了几个小时,黑客的东西一起(我猜这样做引起了我的想象有点太多;))。所以,机会是有一些调整,你可以改善多少我已经成功地获得工作。

Still, it is possible to get it working. Also, my little demo is just me spending a couple of hours hacking stuff together (I guess doing this caught my imagination a little too much ;)). So chances are with some tweaking you could much improve what I've managed to get working.

这一点code剪断包含几个其他的宝石,我发现为好。如果你想要的是能够利用在表面上,你可以覆盖面的OnDraw功能 - 你可能会分析返回的摄像机图像并绘制覆盖 - 这将会是比试图处理每个帧的速度要快得多。另外,我从如果你想要一个摄像头preVIEW展现出来什么需要改变的SurfaceHolder.SURFACE_TYPE_NORMAL。因此,一对夫妇改变code的 - 注释掉code:

This little code snip contains a couple of other gems I found as well. If all you want is to be able to draw over the surface you can override the surface's onDraw function - you could potentially analyze the returned camera image and draw an overlay - it'd be much faster than trying to process every frame. Also, I changed the SurfaceHolder.SURFACE_TYPE_NORMAL from what would be needed if you wanted a camera preview to show up. So a couple of changes to the code - the commented out code:

//try { mCamera.setPreviewDisplay(holder); } catch (IOException e)
//  { Log.e("Camera", "mCamera.setPreviewDisplay(holder);"); }

和的:

SurfaceHolder.SURFACE_TYPE_NORMAL //SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS - for preview to work

应该让你基于对现实preVIEW顶部的摄像头preVIEW叠加帧。

Should allow you to overlay frames based on the camera preview on top of the real preview.

总之,这里有code工作片 - 应该给你的东西入手

Anyway, here's a working piece of code - Should give you something to start with.

只要把线code在你的视图之一是这样的:

Just put a line of code in one of your views like this:

<pathtocustomview.MySurfaceView android:id="@+id/surface_camera"
    android:layout_width="fill_parent" android:layout_height="10dip"
    android:layout_weight="1">
</pathtocustomview.MySurfaceView>

和包含在你的源这个类的地方:

And include this class in your source somewhere:

package pathtocustomview;

import java.io.IOException;
import java.nio.Buffer;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.hardware.Camera;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;

public class MySurfaceView extends SurfaceView implements Callback,
    Camera.PreviewCallback {

    private SurfaceHolder mHolder;

    private Camera mCamera;
    private boolean isPreviewRunning = false;
    private byte [] rgbbuffer = new byte[256 * 256];
    private int [] rgbints = new int[256 * 256];

    protected final Paint rectanglePaint = new Paint();

    public MySurfaceView(Context context, AttributeSet attrs) {
    super(context, attrs);
        rectanglePaint.setARGB(100, 200, 0, 0);
        rectanglePaint.setStyle(Paint.Style.FILL);
        rectanglePaint.setStrokeWidth(2);

        mHolder = getHolder();
        mHolder.addCallback(this);
        mHolder.setType(SurfaceHolder.SURFACE_TYPE_NORMAL);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        canvas.drawRect(new Rect((int) Math.random() * 100,
            (int) Math.random() * 100, 200, 200), rectanglePaint);
        Log.w(this.getClass().getName(), "On Draw Called");
    }

    public void surfaceChanged(SurfaceHolder holder, int format, int width,
            int height) {
    }

    public void surfaceCreated(SurfaceHolder holder) {
        synchronized (this) {
            this.setWillNotDraw(false); // This allows us to make our own draw
                                    // calls to this canvas

            mCamera = Camera.open();

            Camera.Parameters p = mCamera.getParameters();
            p.setPreviewSize(240, 160);
            mCamera.setParameters(p);


            //try { mCamera.setPreviewDisplay(holder); } catch (IOException e)
            //  { Log.e("Camera", "mCamera.setPreviewDisplay(holder);"); }

            mCamera.startPreview();
            mCamera.setPreviewCallback(this);

        }
    }

    public void surfaceDestroyed(SurfaceHolder holder) {
        synchronized (this) {
            try {
                if (mCamera != null) {
                    mCamera.stopPreview();
                    isPreviewRunning = false;
                    mCamera.release();
                }
            } catch (Exception e) {
                Log.e("Camera", e.getMessage());
            }
        }
    }

    public void onPreviewFrame(byte[] data, Camera camera) {
        Log.d("Camera", "Got a camera frame");

        Canvas c = null;

        if(mHolder == null){
            return;
        }

        try {
            synchronized (mHolder) {
                c = mHolder.lockCanvas(null);

                // Do your drawing here
                // So this data value you're getting back is formatted in YUV format and you can't do much
                // with it until you convert it to rgb
                int bwCounter=0;
                int yuvsCounter=0;
                for (int y=0;y<160;y++) {
                    System.arraycopy(data, yuvsCounter, rgbbuffer, bwCounter, 240);
                    yuvsCounter=yuvsCounter+240;
                    bwCounter=bwCounter+256;
                }

                for(int i = 0; i < rgbints.length; i++){
                    rgbints[i] = (int)rgbbuffer[i];
                }

                //decodeYUV(rgbbuffer, data, 100, 100);
                c.drawBitmap(rgbints, 0, 256, 0, 0, 256, 256, false, new Paint());

                Log.d("SOMETHING", "Got Bitmap");

            }
        } finally {
            // do this in a finally so that if an exception is thrown
            // during the above, we don't leave the Surface in an
            // inconsistent state
            if (c != null) {
                mHolder.unlockCanvasAndPost(c);
            }
        }
    }
}