1
我正在使用SurfaceView通過GLES將相機預覽呈現到屏幕。渲染之前是否可以在下面的方法中裁剪紋理?我想裁剪一個16:9紋理在屏幕上顯示爲4:3。在繪製之前裁剪GLES紋理
public void drawFrame(int width, int height, float sourceAspectRatio, float targetAspectRatio, boolean flipHorizontally, boolean flipVertically) {
//Aspect ratio correction. Source Aspect ratio is taken from Camera.Parameters.getPictureSize()
//assuming that value is the native resolution of the camera. Sometimes the native camera aspect ratio
//doesn't match the display's aspect ratio.
float scaleX, scaleY;
if (sourceAspectRatio >= targetAspectRatio) {
scaleX = sourceAspectRatio/targetAspectRatio;
scaleY = 1;
} else {
scaleX = 1;
scaleY = targetAspectRatio/sourceAspectRatio;
}
if (flipHorizontally) scaleX = -scaleX;
if (flipVertically) scaleY = -scaleY;
checkGlError("onDrawFrame start");
mSurfaceTexture.getTransformMatrix(mSTMatrix);
GLES20.glViewport(0,0,width,height);
GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
/**
* Explanation of double binding: http://stackoverflow.com/questions/20386515/glsurfaceview-framerate-issues-on-nexus-5
*
* I was able to replicate the behavior, and my GL wizard office-mate figured out the problem.
* Basically, one of the EGL contexts isn't noticing that the texture contents have changed, so it keeps rendering older data.
* We think it's getting occasional updates because it has a set of buffers that it cycles through,
* so eventually it re-uses the buffer you're looking at.
* I was able to fix the problem in my code by updating the texture renderer class, changing this:
*
* GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID)
*
* to this
*
* GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
* GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
*
* The un-bind and re-bind causes the driver to pick up the right buffer.
*/
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
Matrix.setIdentityM(mMVPMatrix, 0);
mMVPMatrix[0] = scaleX;
mMVPMatrix[5] = scaleY;
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
GLES20.glDisableVertexAttribArray(maTextureHandle);
GLES20.glDisableVertexAttribArray(maPositionHandle);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glUseProgram(0);
}