현재 카메라 위에 큐브를 올려놓았습니다.
Api Demo에 있는 CameraPreview와 TouchRotateActivity를 함께 사용해서
카메라 위에 큐브를 올려놓았습니다..
근데 문제는..
큐브가 가운데로 나오는게 아니라.. 옆부분으로 가 있네요...
그리고 한개 짜리가 아니라 두개로 해서 나오고요..
왜그런지 잘 몰라서..
질문합니다...
package com.androidhuman.example.CameraPreview;
import java.io.IOException;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.graphics.PixelFormat;
import android.hardware.Camera;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.ViewGroup.LayoutParams;
import android.view.Window;
public class CameraPreview extends Activity {
private GLSurfaceView mGLSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Hide the window title.
requestWindowFeature(Window.FEATURE_NO_TITLE);
//this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
Preview mPreview = new Preview(this);
// Create our Preview view and set it as the content of our
// Activity
mGLSurfaceView = new TouchSurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.requestFocus();
mGLSurfaceView.setFocusableInTouchMode(true);
//OpenGL 먼저 표시하기
setContentView(mGLSurfaceView);
//그 다음 카메라 표시하기
addContentView(mPreview, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
}
@Override
protected void onResume() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onPause();
mGLSurfaceView.onPause();
}
}
class TouchSurfaceView extends GLSurfaceView {
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private final float TRACKBALL_SCALE_FACTOR = 36.0f;
private CubeRenderer mRenderer;
private float mPreviousX;
private float mPreviousY;
public TouchSurfaceView(Context context) {
super(context);
mRenderer = new CubeRenderer(true);
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
getHolder().setFormat(PixelFormat.RGBA_8888);
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
@Override public boolean onTrackballEvent(MotionEvent e) {
mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
requestRender();
return true;
}
@Override public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR;
mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR;
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
/**
* Render a cube.
*/
private class CubeRenderer implements GLSurfaceView.Renderer {
private Cube mCube;
public float mAngleX;
public float mAngleY;
private boolean mTranslucentBackground;
public CubeRenderer(boolean useTranslucentBackground) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
}
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngleX, 0, 1, 0);
gl.glRotatef(mAngleY, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usually a new projection needs to
* be set when the viewport is resized.
*/
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
if (mTranslucentBackground) {
gl.glClearColor(0,0,0,0);
} else {
gl.glClearColor(1,1,1,1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
}
}
class Preview extends SurfaceView implements SurfaceHolder.Callback {
SurfaceHolder mHolder;
Camera mCamera;
CameraPreview app;
Preview(Context context) {
super(context);
app = (CameraPreview) context;
// SurfaceHolder.Callback을 설정함으로써 Surface가 생성/소멸되었음을
// 알 수 있습니다.
mHolder = getHolder();
mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
public void surfaceCreated(SurfaceHolder holder) {
// Surface가 생성되었다면, 카메라의 인스턴스를 받아온 후 카메라의
// Preview 를 표시할 위치를 설정합니다.
mCamera = Camera.open();
try {
mCamera.setPreviewDisplay(holder);
} catch (IOException exception) {
mCamera.release();
mCamera = null;
// TODO: add more exception handling logic here
}
}
public void surfaceDestroyed(SurfaceHolder holder) {
// 화면에 표시가 되지 않으면 Surface가 소멸되며 카메라의 Preview도 중지하며 사용하지 않을 경우
// 액티비티가 일시 정지 상태가 된 경우 등, 자원을 반환
try {
if (mCamera != null) {
try {
mCamera.stopPreview();
} catch (Exception ignore) {
}
try {
mCamera.release();
} catch (Exception ignore) {
}
mCamera = null;
}
} catch (Exception ex) {
ex.printStackTrace();
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
// 표시할 영역의 크기를 알았으므로 해당 크기로 Preview를 시작합니다.
Camera.Parameters parameters = mCamera.getParameters();
//parameters.setPreviewSize(w, h);
mCamera.setParameters(parameters);
mCamera.startPreview();
}
}




getHolder().setFormat(PixelFormat.RGBA_8888);
이 두가지를 넣어주니 잘 동작하네요.
자답이였습니다.ㅎ