标签:上下 dfa oca 数据绑定 anti ase show post trend
在上篇中我们已经通过ffmpeg将Rtmp流成功的解析为NV21数据,接下来笔者将讲述如何通过OpenGL将NV21绘制上去,以及如何通过NV21进行人脸识别,并绘制人脸框。OpenGL的绘制需要设置好顶点着色器与片段着色器,笔者提供了一个着色器工具类GLUtil,里面定义了普通效果,灰度效果与浮雕效果,可以供大家参考。除此之外还要根据frame宽高设置好纹理数据。最后就是将裸数据传入后提取Y、U、V分量,再绘制上去即可。笔者自定义了一个RtmpGLSurfaceView给大家作一个参考。
public class RtmpGLSurfaceView extends GLSurfaceView {
private static final String TAG = "CameraGLSurfaceView";
// 源视频帧宽/高
private int frameWidth, frameHeight;
private boolean isMirror;
private int rotateDegree = 0;
// 用于判断preview数据是否被传入,避免在初始化时有一段时间的绿色背景(y、u、v均全为0)
private boolean dataInput = false;
// 圆角半径
private int radius = 0;
private ByteBuffer yBuf = null, uBuf = null, vBuf = null;
// 纹理id
private int[] yTexture = new int[1];
private int[] uTexture = new int[1];
private int[] vTexture = new int[1];
//YUV分量
private byte[] yArray;
private byte[] uArray;
private byte[] vArray;
private static final int FLOAT_SIZE_BYTES = 4;
//片段着色器的效果
private String fragmentShaderCode = GLUtil.FRAG_SHADER_NORMAL;
private FloatBuffer squareVertices = null;
private FloatBuffer coordVertices = null;
private boolean rendererReady = false;
float[] coordVertice = null;
public RtmpGLSurfaceView(Context context) {
this(context, null);
}
public RtmpGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
setEGLContextClientVersion(2);
//设置Renderer到GLSurfaceView
setRenderer(new YUVRenderer());
// 只有在绘制数据改变时才绘制view
setRenderMode(RENDERMODE_WHEN_DIRTY);
setOutlineProvider(new ViewOutlineProvider() {
@Override
public void getOutline(View view, Outline outline) {
Rect rect = new Rect(0, 0, view.getMeasuredWidth(), view.getMeasuredHeight());
outline.setRoundRect(rect, radius);
}
});
setClipToOutline(true);
}
public void turnRound() {
invalidateOutline();
}
public int getRadius() {
return radius;
}
public void setRadius(int radius) {
this.radius = radius;
}
/**
* 设置不同的片段着色器代码以达到不同的预览效果
*
* @param fragmentShaderCode 片段着色器代码
*/
public void setFragmentShaderCode(String fragmentShaderCode) {
this.fragmentShaderCode = fragmentShaderCode;
}
public void init(boolean isMirror, int rotateDegree, int frameWidth, int frameHeight) {
if (this.frameWidth == frameWidth
&& this.frameHeight == frameHeight
&& this.rotateDegree == rotateDegree
&& this.isMirror == isMirror) {
return;
}
dataInput = false;
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
this.rotateDegree = rotateDegree;
this.isMirror = isMirror;
yArray = new byte[this.frameWidth * this.frameHeight];
uArray = new byte[this.frameWidth * this.frameHeight / 4];
vArray = new byte[this.frameWidth * this.frameHeight / 4];
int yFrameSize = this.frameHeight * this.frameWidth;
int uvFrameSize = yFrameSize >> 2;
yBuf = ByteBuffer.allocateDirect(yFrameSize);
yBuf.order(ByteOrder.nativeOrder()).position(0);
uBuf = ByteBuffer.allocateDirect(uvFrameSize);
uBuf.order(ByteOrder.nativeOrder()).position(0);
vBuf = ByteBuffer.allocateDirect(uvFrameSize);
vBuf.order(ByteOrder.nativeOrder()).position(0);
// 顶点坐标
squareVertices = ByteBuffer
.allocateDirect(GLUtil.SQUARE_VERTICES.length * FLOAT_SIZE_BYTES)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
squareVertices.put(GLUtil.SQUARE_VERTICES).position(0);
//纹理坐标
if (isMirror) {
switch (rotateDegree) {
case 0:
coordVertice = GLUtil.MIRROR_COORD_VERTICES;
break;
case 90:
coordVertice = GLUtil.ROTATE_90_MIRROR_COORD_VERTICES;
break;
case 180:
coordVertice = GLUtil.ROTATE_180_MIRROR_COORD_VERTICES;
break;
case 270:
coordVertice = GLUtil.ROTATE_270_MIRROR_COORD_VERTICES;
break;
default:
break;
}
} else {
switch (rotateDegree) {
case 0:
coordVertice = GLUtil.COORD_VERTICES;
break;
case 90:
coordVertice = GLUtil.ROTATE_90_COORD_VERTICES;
break;
case 180:
coordVertice = GLUtil.ROTATE_180_COORD_VERTICES;
break;
case 270:
coordVertice = GLUtil.ROTATE_270_COORD_VERTICES;
break;
default:
break;
}
}
coordVertices = ByteBuffer.allocateDirect(coordVertice.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
coordVertices.put(coordVertice).position(0);
}
/**
* 创建OpenGL Program并关联GLSL中的变量
*
* @param fragmentShaderCode 片段着色器代码
*/
private void createGLProgram(String fragmentShaderCode) {
int programHandleMain = GLUtil.createShaderProgram(fragmentShaderCode);
if (programHandleMain != -1) {
// 使用着色器程序
GLES20.glUseProgram(programHandleMain);
// 获取顶点着色器变量
int glPosition = GLES20.glGetAttribLocation(programHandleMain, "attr_position");
int textureCoord = GLES20.glGetAttribLocation(programHandleMain, "attr_tc");
// 获取片段着色器变量
int ySampler = GLES20.glGetUniformLocation(programHandleMain, "ySampler");
int uSampler = GLES20.glGetUniformLocation(programHandleMain, "uSampler");
int vSampler = GLES20.glGetUniformLocation(programHandleMain, "vSampler");
//给变量赋值
/**
* GLES20.GL_TEXTURE0 和 ySampler 绑定
* GLES20.GL_TEXTURE1 和 uSampler 绑定
* GLES20.GL_TEXTURE2 和 vSampler 绑定
*
* 也就是说 glUniform1i的第二个参数代表图层序号
*/
GLES20.glUniform1i(ySampler, 0);
GLES20.glUniform1i(uSampler, 1);
GLES20.glUniform1i(vSampler, 2);
GLES20.glEnableVertexAttribArray(glPosition);
GLES20.glEnableVertexAttribArray(textureCoord);
/**
* 设置Vertex Shader数据
*/
squareVertices.position(0);
GLES20.glVertexAttribPointer(glPosition, GLUtil.COUNT_PER_SQUARE_VERTICE, GLES20.GL_FLOAT, false, 8, squareVertices);
coordVertices.position(0);
GLES20.glVertexAttribPointer(textureCoord, GLUtil.COUNT_PER_COORD_VERTICES, GLES20.GL_FLOAT, false, 8, coordVertices);
}
}
public class YUVRenderer implements Renderer {
private void initRenderer() {
rendererReady = false;
createGLProgram(fragmentShaderCode);
//启用纹理
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
//创建纹理
createTexture(frameWidth, frameHeight, GLES20.GL_LUMINANCE, yTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, uTexture);
createTexture(frameWidth / 2, frameHeight / 2, GLES20.GL_LUMINANCE, vTexture);
rendererReady = true;
}
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
initRenderer();
}
// 根据宽高和格式创建纹理
private void createTexture(int width, int height, int format, int[] textureId) {
//创建纹理
GLES20.glGenTextures(1, textureId, 0);
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId[0]);
/**
* {@link GLES20#GL_TEXTURE_WRAP_S}代表左右方向的纹理环绕模式
* {@link GLES20#GL_TEXTURE_WRAP_T}代表上下方向的纹理环绕模式
*
* {@link GLES20#GL_REPEAT}:重复
* {@link GLES20#GL_MIRRORED_REPEAT}:镜像重复
* {@link GLES20#GL_CLAMP_TO_EDGE}:忽略边框截取
*
* 例如我们使用{@link GLES20#GL_REPEAT}:
*
* squareVertices coordVertices
* -1.0f, -1.0f, 1.0f, 1.0f,
* 1.0f, -1.0f, 1.0f, 0.0f, -> 和textureView预览相同
* -1.0f, 1.0f, 0.0f, 1.0f,
* 1.0f, 1.0f 0.0f, 0.0f
*
* squareVertices coordVertices
* -1.0f, -1.0f, 2.0f, 2.0f,
* 1.0f, -1.0f, 2.0f, 0.0f, -> 和textureView预览相比,分割成了4 块相同的预览(左下,右下,左上,右上)
* -1.0f, 1.0f, 0.0f, 2.0f,
* 1.0f, 1.0f 0.0f, 0.0f
*/
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
/**
* {@link GLES20#GL_TEXTURE_MIN_FILTER}代表所显示的纹理比加载进来的纹理小时的情况
* {@link GLES20#GL_TEXTURE_MAG_FILTER}代表所显示的纹理比加载进来的纹理大时的情况
*
* {@link GLES20#GL_NEAREST}:使用纹理中坐标最接近的一个像素的颜色作为需要绘制的像素颜色
* {@link GLES20#GL_LINEAR}:使用纹理中坐标最接近的若干个颜色,通过加权平均算法得到需要绘制的像素颜色
*/
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, format, width, height, 0, format, GLES20.GL_UNSIGNED_BYTE, null);
}
@Override
public void onDrawFrame(GL10 gl) {
// 分别对每个纹理做激活、绑定、设置数据操作
if (dataInput) {
//y
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, yTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth,
frameHeight,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
yBuf);
//u
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, uTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth >> 1,
frameHeight >> 1,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
uBuf);
//v
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, vTexture[0]);
GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
0,
0,
0,
frameWidth >> 1,
frameHeight >> 1,
GLES20.GL_LUMINANCE,
GLES20.GL_UNSIGNED_BYTE,
vBuf);
//在数据绑定完成后进行绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
}
/**
* 传入NV21刷新帧
*
* @param data NV21数据
*/
public void refreshFrameNV21(byte[] data) {
if (rendererReady) {
yBuf.clear();
uBuf.clear();
vBuf.clear();
putNV21(data, frameWidth, frameHeight);
dataInput = true;
requestRender();
}
}
/**
* 传入YV12数据刷新帧
*
* @param data YV12数据
*/
public void refreshFrameYV12(byte[] data) {
if (rendererReady) {
yBuf.clear();
uBuf.clear();
vBuf.clear();
putYV12(data, frameWidth, frameHeight);
dataInput = true;
requestRender();
}
}
/**
* 将NV21数据的Y、U、V分量取出
*
* @param src nv21帧数据
* @param width 宽度
* @param height 高度
*/
private void putNV21(byte[] src, int width, int height) {
int ySize = width * height;
int frameSize = ySize * 3 / 2;
//取分量y值
System.arraycopy(src, 0, yArray, 0, ySize);
int k = 0;
//取分量uv值
int index = ySize;
while (index < frameSize) {
vArray[k] = src[index++];
uArray[k++] = src[index++];
}
yBuf.put(yArray).position(0);
uBuf.put(uArray).position(0);
vBuf.put(vArray).position(0);
}
/**
* 将YV12数据的Y、U、V分量取出
*
* @param src YV12帧数据
* @param width 宽度
* @param height 高度
*/
private void putYV12(byte[] src, int width, int height) {
int ySize = width * height;
int frameSize = ySize * 3 / 2;
//取分量y值
System.arraycopy(src, 0, yArray, 0, ySize);
int k = 0;
//取分量uv值
int index = ySize;
while (index < frameSize) {
vArray[k] = src[index++];
uArray[k++] = src[index++];
}
yBuf.put(yArray).position(0);
uBuf.put(uArray).position(0);
vBuf.put(vArray).position(0);
}
}
GLUtil 为顶点着色器,片段着色器的定义以及初始化代码,供读者参考。
public class GLUtil {
private static final String TAG = "GLUtil";
/**
* 顶点着色器
*/
private static String VERTEX_SHADER =
" attribute vec4 attr_position;\n" +
" attribute vec2 attr_tc;\n" +
" varying vec2 tc;\n" +
" void main() {\n" +
" gl_Position = attr_position;\n" +
" tc = attr_tc;\n" +
" }";
/**
* 片段着色器,正常效果
*/
public static String FRAG_SHADER_NORMAL =
"precision mediump float;\n" +
" varying vec2 tc;\n" +
" uniform sampler2D ySampler;\n" +
" uniform sampler2D uSampler;\n" +
" uniform sampler2D vSampler;\n" +
" const mat3 convertMat = mat3(1.0, 1.0, 1.0, 0, -0.344, 1.77, 1.403, -0.714,0);\n" +
" void main()\n" +
" {\n" +
" vec3 yuv;\n" +
" yuv.x = texture2D(ySampler, tc).r;\n" +
" yuv.y = texture2D(uSampler, tc).r - 0.5;\n" +
" yuv.z = texture2D(vSampler, tc).r - 0.5;\n" +
" gl_FragColor = vec4(convertMat * yuv, 1.0);\n" +
" }";
/**
* 片段着色器,灰度效果。不需要 U V 数据(Java代码中可以做对应修改,仅需拷贝NV21数据中的Y分量即可)
*/
public static String FRAG_SHADER_GRAY =
"precision mediump float;\n" +
" varying vec2 tc;\n" +
" uniform sampler2D ySampler;\n" +
" void main()\n" +
" {\n" +
" vec3 yuv;\n" +
" yuv.x = texture2D(ySampler, tc).r;\n" +
" gl_FragColor = vec4(vec3(yuv.x), 1.0);\n" +
" }";
/**
* 片段着色器,浮雕效果。不需要 U V 数据(Java代码中可以做对应修改,仅需拷贝NV21数据中的Y分量即可)
*/
public static String FRAG_SHADER_SCULPTURE =
"precision mediump float;\n" +
"varying vec2 tc;\n" +
" uniform sampler2D ySampler;\n" +
" const vec2 texSize = vec2(100.0, 100.0);\n" +
" const vec4 sculptureColor = vec4(0.5, 0.5, 0.5, 1.0);\n" +
"\n" +
"void main()\n" +
"{\n" +
" vec2 upLeftCoord = vec2(tc.x-1.0/texSize.x, tc.y-1.0/texSize.y);\n" +
" vec4 curColor = texture2D(ySampler, tc);\n" +
" vec4 upLeftColor = texture2D(ySampler, upLeftCoord);\n" +
" vec4 delColor = curColor - upLeftColor;\n" +
" gl_FragColor = vec4(vec3(delColor), 0.0) + sculptureColor;\n" +
"}";
//SQUARE_VERTICES每2个值作为一个顶点
static final int COUNT_PER_SQUARE_VERTICE = 2;
//COORD_VERTICES每2个值作为一个顶点
static final int COUNT_PER_COORD_VERTICES = 2;
/**
* 显示的顶点
*/
static final float[] SQUARE_VERTICES = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
/**
* 原数据显示
* 0,1***********1,1
* * *
* * *
* * *
* * *
* * *
* 0,0***********1,0
*/
static final float[] COORD_VERTICES = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
/**
* 逆时针旋转90度显示
* 1,1***********1,0
* * *
* * *
* * *
* * *
* * *
* 0,1***********0,0
*/
static final float[] ROTATE_90_COORD_VERTICES = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f
};
/**
* 逆时针旋转180度显示
* 0,1***********1,1
* * *
* * *
* * *
* * *
* * *
* 0,0***********1,0
*/
static final float[] ROTATE_180_COORD_VERTICES = {
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
/**
* 逆时针旋转270度显示
* 0,1***********1,1
* * *
* * *
* * *
* * *
* * *
* 0,0***********1,0
*/
static final float[] ROTATE_270_COORD_VERTICES = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
/**
* 镜像显示
* 1,1***********0,1
* * *
* * *
* * *
* * *
* * *
* 1,0***********0,0
*/
static final float[] MIRROR_COORD_VERTICES = {
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f
};
/**
* 镜像并逆时针旋转90度显示
* 0,1***********0,0
* * *
* * *
* * *
* * *
* * *
* 1,1***********1,0
*/
static final float[] ROTATE_90_MIRROR_COORD_VERTICES = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
/**
* 镜像并逆时针旋转180度显示
* 1,0***********0,0
* * *
* * *
* * *
* * *
* * *
* 1,1***********0,1
*/
static final float[] ROTATE_180_MIRROR_COORD_VERTICES = {
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
/**
* 镜像并逆时针旋转270度显示
* 1,0***********1,1
* * *
* * *
* * *
* * *
* * *
* 0,0***********0,1
*/
static final float[] ROTATE_270_MIRROR_COORD_VERTICES = {
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f
};
/**
* 创建OpenGL Program,并链接
*
* @param fragmentShaderCode 片段着色器代码
* @return OpenGL Program对象的引用
*/
static int createShaderProgram(String fragmentShaderCode) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
// 创建一个空的OpenGL ES Program
int mProgram = GLES20.glCreateProgram();
// 将vertex shader添加到program
GLES20.glAttachShader(mProgram, vertexShader);
// 将fragment shader添加到program
GLES20.glAttachShader(mProgram, fragmentShader);
// 链接创建好的 OpenGL ES program
GLES20.glLinkProgram(mProgram);
// 检查链接状态
IntBuffer linked = IntBuffer.allocate(1);
GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linked);
if (linked.get(0) == 0) {
return -1;
}
return mProgram;
}
/**
* 加载着色器
*
* @param type 着色器类型,可以是片段着色器{@link GLES20#GL_FRAGMENT_SHADER}或顶点着色器{@link GLES20#GL_VERTEX_SHADER}
* @param shaderCode 着色器代码
* @return 着色器对象的引用
*/
private static int loadShader(int type, String shaderCode) {
//创建空的shader
int shader = GLES20.glCreateShader(type);
//加载shader代码
GLES20.glShaderSource(shader, shaderCode);
//编译shader
GLES20.glCompileShader(shader);
//检查编译是否成功
IntBuffer compiled = IntBuffer.allocate(1);
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled);
if (compiled.get(0) == 0) {
return 0;
}
return shader;
}
}
GLSurfaceView的调用不难,只需要设置好着色器效果,设置好回调,进行初始化,最后将需要绘制的NV21设置上去即可,下面是笔者的示例供大家参考。
//设置着色器效果
surfaceView.setFragmentShaderCode(GLUtil.FRAG_SHADER_NORMAL);
//设置SurfaceHolder回调
surfaceView.getHolder().addCallback(this);
//GLSurfaceView 初始化
surfaceView.init(false, 0, frameWidth, frameHeight);
//绘制NV21数据
surfaceView.refreshFrameNV21(data);
实现效果:
经过上面的步骤,我们已经绘制出了Rtmp流的数据,接下来我们只剩最后一步,进行人脸识别以及绘制人脸框了,人脸识别要借助人脸识别引擎,引擎的使用我将分为下述几个步骤为大家讲解。
1.引擎激活
登录虹软开发者中心申请Android版本的引擎,获取引擎包与激活码。
AndroidManifest添加权限,Android7.0及以上版本请动态申请权限
<uses-permission android:name="android.permission.READ_PHONE_STATE" />
<uses-permission android:name="android.permission.INTERNET" />
//激活接口
FaceEngine.activeOnline(this, Constants.APP_ID, Constants.SDK_KEY);
2.引擎初始化
初始化时选择识别模式为video模式,识别角度选择全角度(单一角度更好),16是人脸占长边的比例,设置的越大,能检测到越小的人脸,最大值为32,设置最多检测5个人脸,因为我们只需要检测人脸因此只加载人脸检测功能。
faceEngine = new FaceEngine();
//初始化接口
int code = faceEngine.init(this, DetectMode.ASF_DETECT_MODE_VIDEO, DetectFaceOrientPriority.ASF_OP_ALL_OUT,
16, 5, FaceEngine.ASF_FACE_DETECT);
if (code != ErrorInfo.MOK) {
//初始化失败的情况下进行报错
Toast.makeText(MainActivity.this, "faceEngineInit Error", Toast.LENGTH_LONG).show();
}
3.人脸跟踪
在上面RtmpPlayer的onFrameAvailable里我们可以获得解析好的NV21数据,直接放入引擎内就可以拿到人脸数据了。
//人脸检测接口
int code = faceEngine.detectFaces(data, frameWidth, frameHeight,FaceEngine.CP_PAF_NV21, faceInfos);
if (code != ErrorInfo.MOK) {
//人脸检测接口有问题 log打印错误码
Log.i(TAG, "onFrameAvailable: detect Error");
return;
}
4.人脸框的绘制
人脸框的绘制相对来说会复杂一些,需要将得到的人脸信息绘制到canvas上去,本文将直接借鉴arcface demo中的DrawHelper 以及 faceRectView,来实现。
DrawHelper
public class DrawHelper {
private int previewWidth, previewHeight, canvasWidth, canvasHeight, cameraDisplayOrientation, cameraId;
private boolean isMirror;
private boolean mirrorHorizontal = false, mirrorVertical = false;
/**
* 创建一个绘制辅助类对象,并且设置绘制相关的参数
*
* @param previewWidth 预览宽度
* @param previewHeight 预览高度
* @param canvasWidth 绘制控件的宽度
* @param canvasHeight 绘制控件的高度
* @param cameraDisplayOrientation 旋转角度
* @param cameraId 相机ID
* @param isMirror 是否水平镜像显示(若相机是镜像显示的,设为true,用于纠正)
* @param mirrorHorizontal 为兼容部分设备使用,水平再次镜像
* @param mirrorVertical 为兼容部分设备使用,垂直再次镜像
*/
public DrawHelper(int previewWidth, int previewHeight, int canvasWidth,
int canvasHeight, int cameraDisplayOrientation, int cameraId,
boolean isMirror, boolean mirrorHorizontal, boolean mirrorVertical) {
this.previewWidth = previewWidth;
this.previewHeight = previewHeight;
this.canvasWidth = canvasWidth;
this.canvasHeight = canvasHeight;
this.cameraDisplayOrientation = cameraDisplayOrientation;
this.cameraId = cameraId;
this.isMirror = isMirror;
this.mirrorHorizontal = mirrorHorizontal;
this.mirrorVertical = mirrorVertical;
}
public void draw(FaceRectView faceRectView, List<DrawInfo> drawInfoList) {
if (faceRectView == null) {
return;
}
faceRectView.clearFaceInfo();
if (drawInfoList == null || drawInfoList.size() == 0) {
return;
}
faceRectView.addFaceInfo(drawInfoList);
}
/**
* 调整人脸框用来绘制
*
* @param ftRect FT人脸框
* @return 调整后的需要被绘制到View上的rect
*/
public Rect adjustRect(Rect ftRect) {
int previewWidth = this.previewWidth;
int previewHeight = this.previewHeight;
int canvasWidth = this.canvasWidth;
int canvasHeight = this.canvasHeight;
int cameraDisplayOrientation = this.cameraDisplayOrientation;
int cameraId = this.cameraId;
boolean isMirror = this.isMirror;
boolean mirrorHorizontal = this.mirrorHorizontal;
boolean mirrorVertical = this.mirrorVertical;
if (ftRect == null) {
return null;
}
Rect rect = new Rect(ftRect);
float horizontalRatio;
float verticalRatio;
if (cameraDisplayOrientation % 180 == 0) {
horizontalRatio = (float) canvasWidth / (float) previewWidth;
verticalRatio = (float) canvasHeight / (float) previewHeight;
} else {
horizontalRatio = (float) canvasHeight / (float) previewWidth;
verticalRatio = (float) canvasWidth / (float) previewHeight;
}
rect.left *= horizontalRatio;
rect.right *= horizontalRatio;
rect.top *= verticalRatio;
rect.bottom *= verticalRatio;
Rect newRect = new Rect();
switch (cameraDisplayOrientation) {
case 0:
if (cameraId == Camera.CameraInfo.CAMERA_FACING_FRONT) {
newRect.left = canvasWidth - rect.right;
newRect.right = canvasWidth - rect.left;
} else {
newRect.left = rect.left;
newRect.right = rect.right;
}
newRect.top = rect.top;
newRect.bottom = rect.bottom;
break;
case 90:
newRect.right = canvasWidth - rect.top;
newRect.left = canvasWidth - rect.bottom;
if (cameraId == Camera.CameraInfo.CAMERA_FACING_FRONT) {
newRect.top = canvasHeight - rect.right;
newRect.bottom = canvasHeight - rect.left;
} else {
newRect.top = rect.left;
newRect.bottom = rect.right;
}
break;
case 180:
newRect.top = canvasHeight - rect.bottom;
newRect.bottom = canvasHeight - rect.top;
if (cameraId == Camera.CameraInfo.CAMERA_FACING_FRONT) {
newRect.left = rect.left;
newRect.right = rect.right;
} else {
newRect.left = canvasWidth - rect.right;
newRect.right = canvasWidth - rect.left;
}
break;
case 270:
newRect.left = rect.top;
newRect.right = rect.bottom;
if (cameraId == Camera.CameraInfo.CAMERA_FACING_FRONT) {
newRect.top = rect.left;
newRect.bottom = rect.right;
} else {
newRect.top = canvasHeight - rect.right;
newRect.bottom = canvasHeight - rect.left;
}
break;
default:
break;
}
/**
* isMirror mirrorHorizontal finalIsMirrorHorizontal
* true true false
* false false false
* true false true
* false true true
*
* XOR
*/
if (isMirror ^ mirrorHorizontal) {
int left = newRect.left;
int right = newRect.right;
newRect.left = canvasWidth - right;
newRect.right = canvasWidth - left;
}
if (mirrorVertical) {
int top = newRect.top;
int bottom = newRect.bottom;
newRect.top = canvasHeight - bottom;
newRect.bottom = canvasHeight - top;
}
return newRect;
}
/**
* 绘制数据信息到view上,若 {@link DrawInfo#getName()} 不为null则绘制 {@link DrawInfo#getName()}
*
* @param canvas 需要被绘制的view的canvas
* @param drawInfo 绘制信息
* @param faceRectThickness 人脸框厚度
* @param paint 画笔
*/
public static void drawFaceRect(Canvas canvas, DrawInfo drawInfo, int faceRectThickness, Paint paint) {
if (canvas == null || drawInfo == null) {
return;
}
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(faceRectThickness);
paint.setColor(drawInfo.getColor());
paint.setAntiAlias(true);
Path mPath = new Path();
// 左上
Rect rect = drawInfo.getRect();
mPath.moveTo(rect.left, rect.top + rect.height() / 4);
mPath.lineTo(rect.left, rect.top);
mPath.lineTo(rect.left + rect.width() / 4, rect.top);
// 右上
mPath.moveTo(rect.right - rect.width() / 4, rect.top);
mPath.lineTo(rect.right, rect.top);
mPath.lineTo(rect.right, rect.top + rect.height() / 4);
// 右下
mPath.moveTo(rect.right, rect.bottom - rect.height() / 4);
mPath.lineTo(rect.right, rect.bottom);
mPath.lineTo(rect.right - rect.width() / 4, rect.bottom);
// 左下
mPath.moveTo(rect.left + rect.width() / 4, rect.bottom);
mPath.lineTo(rect.left, rect.bottom);
mPath.lineTo(rect.left, rect.bottom - rect.height() / 4);
canvas.drawPath(mPath, paint);
// 绘制文字,用最细的即可,避免在某些低像素设备上文字模糊
paint.setStrokeWidth(1);
if (drawInfo.getName() == null) {
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setTextSize(rect.width() / 8);
String str = (drawInfo.getSex() == GenderInfo.MALE ? "MALE" : (drawInfo.getSex() == GenderInfo.FEMALE ? "FEMALE" : "UNKNOWN"))
+ ","
+ (drawInfo.getAge() == AgeInfo.UNKNOWN_AGE ? "UNKNWON" : drawInfo.getAge())
+ ","
+ (drawInfo.getLiveness() == LivenessInfo.ALIVE ? "ALIVE" : (drawInfo.getLiveness() == LivenessInfo.NOT_ALIVE ? "NOT_ALIVE" : "UNKNOWN"));
canvas.drawText(str, rect.left, rect.top - 10, paint);
} else {
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setTextSize(rect.width() / 8);
canvas.drawText(drawInfo.getName(), rect.left, rect.top - 10, paint);
}
}
public void setPreviewWidth(int previewWidth) {
this.previewWidth = previewWidth;
}
public void setPreviewHeight(int previewHeight) {
this.previewHeight = previewHeight;
}
public void setCanvasWidth(int canvasWidth) {
this.canvasWidth = canvasWidth;
}
public void setCanvasHeight(int canvasHeight) {
this.canvasHeight = canvasHeight;
}
public void setCameraDisplayOrientation(int cameraDisplayOrientation) {
this.cameraDisplayOrientation = cameraDisplayOrientation;
}
public void setCameraId(int cameraId) {
this.cameraId = cameraId;
}
public void setMirror(boolean mirror) {
isMirror = mirror;
}
public int getPreviewWidth() {
return previewWidth;
}
public int getPreviewHeight() {
return previewHeight;
}
public int getCanvasWidth() {
return canvasWidth;
}
public int getCanvasHeight() {
return canvasHeight;
}
public int getCameraDisplayOrientation() {
return cameraDisplayOrientation;
}
public int getCameraId() {
return cameraId;
}
public boolean isMirror() {
return isMirror;
}
public boolean isMirrorHorizontal() {
return mirrorHorizontal;
}
public void setMirrorHorizontal(boolean mirrorHorizontal) {
this.mirrorHorizontal = mirrorHorizontal;
}
public boolean isMirrorVertical() {
return mirrorVertical;
}
public void setMirrorVertical(boolean mirrorVertical) {
this.mirrorVertical = mirrorVertical;
}
}
FaceRectView
public class FaceRectView extends View {
private CopyOnWriteArrayList<DrawInfo> drawInfoList = new CopyOnWriteArrayList<>();
// 画笔,复用
private Paint paint;
// 默认人脸框厚度
private static final int DEFAULT_FACE_RECT_THICKNESS = 6;
public FaceRectView(Context context) {
this(context, null);
}
public FaceRectView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (drawInfoList != null && drawInfoList.size() > 0) {
for (int i = 0; i < drawInfoList.size(); i++) {
DrawHelper.drawFaceRect(canvas, drawInfoList.get(i), DEFAULT_FACE_RECT_THICKNESS, paint);
}
}
}
public void clearFaceInfo() {
drawInfoList.clear();
postInvalidate();
}
public void addFaceInfo(DrawInfo faceInfo) {
drawInfoList.add(faceInfo);
postInvalidate();
}
public void addFaceInfo(List<DrawInfo> faceInfoList) {
drawInfoList.addAll(faceInfoList);
postInvalidate();
}
}
我们只需要在原本的GLSurface上再覆盖一层FaceRectView,将框绘制再FaceRectView 上 ,两个图层一叠加,就是我们想要的效果,下面是使用举例。
/**
* DrawHelper初始化
*
* @param previewWidth 预览宽度
* @param previewHeight 预览高度
* @param canvasWidth 绘制控件的宽度
* @param canvasHeight 绘制控件的高度
* @param cameraDisplayOrientation 旋转角度
* @param cameraId 相机ID
* @param isMirror 是否水平镜像显示(若相机是镜像显示的,设为true,用于纠正)
* @param mirrorHorizontal 为兼容部分设备使用,水平再次镜像
* @param mirrorVertical 为兼容部分设备使用,垂直再次镜像
*/
drawHelper = new DrawHelper(width, height, faceRectView.getWidth(), faceRectView.getHeight(), 0, 0, false, false, false);
//得到人脸数据后
for (int i = 0; i < faceInfos.size(); i++) {
drawInfoList.add(new DrawInfo(drawHelper.adjustRect(faceInfos.get(i).getRect()),
GenderInfo.UNKNOWN, AgeInfo.UNKNOWN_AGE, LivenessInfo.UNKNOWN, Color.YELLOW,
String.valueOf(faceInfos.get(i).getFaceId())));
}
drawHelper.draw(faceRectView, drawInfoList);
实现效果:
下面的是demo的代码,以及上篇文章的链接,供大家参考,如果对您有所帮助,可以为我的demo点个star。
标签:上下 dfa oca 数据绑定 anti ase show post trend
原文地址:https://blog.51cto.com/14633836/2484261