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Camera2 ——> new CameraUse()..

Camera2 + textureView 预览 拍照

opengles + Camera2 预览 拍照

四分屏

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分色偏差

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加权混合

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区域绘制

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?????????????奇怪的小知识?????????????

纹理存取

YUV 常用存储
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); 
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w, h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0);
RBGA 常用存储
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);

对应存取格式
(L 亮度 , R 红色 , G 绿色 , B 蓝色 , A 透明度) (r,g,b,a)/(x,y,z,w)

GL_LUMINANCE        -> vec4(L,L,L,1)  -> L即Y或U或V (例YUV420888的YUV/NV21的Y) 
-> texture(Map, Coord).r/texture(Map, Coord).g/texture(Map, Coord).b 都为Y或U或V

GL_LUMINANCE_ALPHA  -> vec4(L,L,L,A)  -> L即U或V A即U或V (例NV21的U+V)    
-> texture(Map, Coord).r 为 U/V   +   texture(Map, Coord).a 为 U/V

GL_RGB              -> vec4(R,G,B,1)  -> R,G,B                   -> .r .g .b .a
GL_RGBA             -> vec4(R,G,B,A)  -> R,G,B,A                 -> .r .g .b .a

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