I managed to play video with opengl es, I used the way of grafika's ContinuousCaptureActivity, my data source is MediaPlayer rather than Camera which makes no difference. MediaPlayer produces video frames continuously and I draw each frame to screen in onFrameAvailable callback. The code is as follows which works well:
mVideoTexture.updateTexImage();
mVideoTexture.getTransformMatrix(mTmpMatrix);
mDisplaySurface.makeCurrent();
int viewWidth = getWidth();
int viewHeight = getHeight();
GLES20.glViewport(0, 0, viewWidth, viewHeight);
mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
mDisplaySurface.swapBuffers();
Now I want to rotate video frames with 270 degrees, so I changed the code:
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
mVideoTexture.updateTexImage();
mVideoTexture.getTransformMatrix(mTmpMatrix);
mDisplaySurface.makeCurrent();
int viewWidth = getWidth();
int viewHeight = getHeight();
GLES20.glViewport(0, 0, viewWidth, viewHeight);
Matrix.rotateM(mTmpMatrix, 0, 270, 1f, 0, 0);
mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
mDisplaySurface.swapBuffers();
But the result is weird, take a look at the picture below:
But I can flip video frame successfully with the code below:
mVideoTexture.updateTexImage();
mVideoTexture.getTransformMatrix(mTmpMatrix);
mDisplaySurface.makeCurrent();
int viewWidth = getWidth();
int viewHeight = getHeight();
GLES20.glViewport(0, 0, viewWidth, viewHeight);
mTmpMatrix[5] = -1 * mTmpMatrix[5];
mTmpMatrix[13] = 1.0f - mTmpMatrix[13];
mFullFrameBlit.drawFrame(mTextureId, mTmpMatrix);
mDisplaySurface.swapBuffers();
How to achieve the rotation, Could anyone give me some help?
ADD:
At first, I want to tell that I always used this code for each draw action:
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
I use this demo to do my test, it is a very good demo for this test. https://github.com/izacus/AndroidOpenGLVideoDemo
The matrix got from the surfacetexture is:
1.0, 0.0, 0.0, 0.0
0.0, -1.0, 0.0, 0.0
0.0, 0.0, 1.0, 0.0
0.0, 1.0, 0.0, 1.0
After "Matrix.setRotateM(videoTextureTransform, 0, 270 , 0, 0, 1);",
it became:
1.1924881E-8, -1.0, 0.0, 0.0
1.0, 1.1924881E-8, 0.0, 0.0
0.0, 0.0, 1.0, 0.0
0.0, 0.0, 0.0, 1.0
fadden's rotation matrix about the z-axis needs to be followed by the correct translation to bring it back on-screen, so to speak. I've tested all 3 rotations below on SurfaceTexture video:
ROTATE 90
Matrix.rotateM(mTmpMatrix, 0, 90, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, 0, -1, 0);
ROTATE 180
Matrix.rotateM(mTmpMatrix, 0, 180, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, -1, -1, 0);
ROTATE 270
Matrix.rotateM(mTmpMatrix, 0, 270, 0, 0, 1);
Matrix.translateM(mTmpMatrix, 0, -1, 0, 0);
You're rotating about the X axis:
Matrix.rotateM(mTmpMatrix, 0, 270, 1f, 0, 0);
By convention that runs from left to right. The axis acts like an axle; by flipping it 270 degrees, you're rotating the plane so you're viewing it edge-on, and it's effectively vanishing. I think what you're seeing is essentially uninitialized data, and if you call glClear()
you'll see the background color instead.
Try rotating about the Z axis, which is a line pointing out of the screen:
Matrix.rotateM(mTmpMatrix, 0, 270, 0, 0, 1);
(It might also be interesting to experiment with a rotation of about 15 degrees about the X axis just to see how that looks. When fiddling with matrices it's often useful to start with small values.)
来源:https://stackoverflow.com/questions/33773770/use-rotatem-of-matrix-to-rotate-matrix-from-surfacetexture-but-corrupt-the-vid