I'm learning CameraX API, and CameraXBasic is a office sample code.
CameraFragment.kt in CameraXBasic project displays a real camera preview.
Now I hope to display a negative mode preview. How can I do with CameraX API? Is there a sample code?
CameraFragment.kt
private lateinit var viewFinder: TextureView
private fun bindCameraUseCases() {
// Get screen metrics used to setup camera for full screen resolution
val metrics = DisplayMetrics().also { viewFinder.display.getRealMetrics(it) }
val screenAspectRatio = Rational(metrics.widthPixels, metrics.heightPixels)
Log.d(TAG, "Screen metrics: ${metrics.widthPixels} x ${metrics.heightPixels}")
// Set up the view finder use case to display camera preview
val viewFinderConfig = PreviewConfig.Builder().apply {
setLensFacing(lensFacing)
// We request aspect ratio but no resolution to let CameraX optimize our use cases
setTargetAspectRatio(screenAspectRatio)
// Set initial target rotation, we will have to call this again if rotation changes
// during the lifecycle of this use case
setTargetRotation(viewFinder.display.rotation)
}.build()
// Use the auto-fit preview builder to automatically handle size and orientation changes
preview = AutoFitPreviewBuilder.build(viewFinderConfig, viewFinder)
....
CameraX.bindToLifecycle(
viewLifecycleOwner, preview, imageCapture, imageAnalyzer)
}
This is an android.media.effect.Effect
being applied to the SurfaceTexture
(the PreviewConfig
does not have any such properties). See EffectFactory.EFFECT_NEGATIVE:
/**
* Applies negative film effect on image.<br/>
* Parameters: scale (float): the degree of film grain.
**/
public final static String EFFECT_NEGATIVE = "android.media.effect.effects.NegativeEffect";
Here it is also explained (the Kotlin and Java documentation are differently organized).
However, you might need to use your own SurfaceTexture
, because it else it is difficult to get the GLContext. This example is almost working, but the texture.attachToGLContext()
:
private EffectContext fxContext = null;
private EffectFactory fxFactory = null;
private Effect fx = null;
protected void applyNegativeEffect(SurfaceTexture texture, int width, int height) {
if(this.fxContext == null) {
// texture.attachToGLContext(texture.mSurfaceTexture);
this.fxContext = EffectContext.createWithCurrentGlContext();
}
if(this.fxFactory == null) {
this.fxFactory = this.fxContext.getFactory();
}
if(this.fx == null) {
this.fx = fxFactory.createEffect(EffectFactory.EFFECT_NEGATIVE);
this.fx.setParameter("scale", 1.0f);
// this.fx.apply(0, width, height, 0);
}
}
But SurfaceTexture
(where long mSurfaceTexture
would need to be exposed) reads:
/**
* These fields are used by native code, do not access or modify.
**/
private long mSurfaceTexture;
Setting a shader on a GLSurfaceView
might be easier to accomplish:
String shader = "#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 vTextureCoord;\n"
+ "uniform samplerExternalOES sTexture;\n"
+ "void main() {\n"
+ " vec4 color = texture2D(sTexture, vTextureCoord);\n"
+ " float colorR = (1.0 - color.r) / 1.0;\n"
+ " float colorG = (1.0 - color.g) / 1.0;\n"
+ " float colorB = (1.0 - color.b) / 1.0;\n"
+ " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
+ "}\n";
And a camera2 example for OpenGL ES preview.
Getting the GLContext from CameraX abstraction is the actual problem, because one would need to build androidx.camera.core with a custom OpenGL preview, in order to apply the shader - or to get the input/ouput texId
.
Update:
Implement a preview reads:
If you require direct access to the
SurfaceTexture
, such as to perform OpenGL rendering, see Manually create a SurfaceTexture. In these cases, pass in aSurfaceTexture
to aPreview
object usingPreview.PreviewSurfaceProvider
.
See issue issue #146957342, Futures.immediateFuture(surface)
doesn't work anymore.
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