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NativeImage是提供Surface与OpenGL外部纹理相互绑定的模块,表示图形队列的消费者端。开发者可以通过NativeImage接口接收和使用Buffer,并将Buffer关联输出到绑定的OpenGL外部纹理。
NativeImage常见的开发场景如下:
| 接口名 | 描述 |
|---|---|
| OH_NativeImage_Create (uint32_t textureId, uint32_t textureTarget) | 创建一个OH_NativeImage实例,该实例与OpenGL ES的纹理ID和纹理目标相关联。本接口需要与OH_NativeImage_Destroy接口配合使用,否则会存在内存泄漏。 |
| OH_NativeImage_AcquireNativeWindow (OH_NativeImage *image) | 获取与OH_NativeImage相关联的OHNativeWindow指针,该OHNativeWindow在调用OH_NativeImage_Destroy时会将其释放,不需要调用OH_NativeWindow_DestroyNativeWindow释放,否则会出现访问已释放内存错误,可能会导致崩溃。 |
| OH_NativeImage_AttachContext (OH_NativeImage *image, uint32_t textureId) | 将OH_NativeImage实例附加到当前OpenGL ES上下文,且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES,并通过OH_NativeImage进行更新。 |
| OH_NativeImage_DetachContext (OH_NativeImage *image) | 将OH_NativeImage实例从当前OpenGL ES上下文分离。 |
| OH_NativeImage_UpdateSurfaceImage (OH_NativeImage *image) | 通过OH_NativeImage获取最新帧更新相关联的OpenGL ES纹理。 |
| OH_NativeImage_GetTimestamp (OH_NativeImage *image) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的相关时间戳。 |
| OH_NativeImage_GetTransformMatrixV2 (OH_NativeImage *image, float matrix[16]) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的变换矩阵。 |
| OH_NativeImage_Destroy (OH_NativeImage **image) | 销毁通过OH_NativeImage_Create创建的OH_NativeImage实例,销毁后该OH_NativeImage指针会被赋值为空。 |
详细的接口说明请参考OH_NativeImage。
以下步骤描述了如何使用NativeImage提供的Native API接口,创建OH_NativeImage实例作为消费者端,将数据内容更新到OpenGL外部纹理上。
添加动态链接库
CMakeLists.txt中添加以下库文件。
libEGL.so libGLESv3.so libnative_image.so libnative_window.so libnative_buffer.so
头文件
#include <iostream> #include <string> #include <EGL/egl.h> #include <EGL/eglext.h> #include <GLES3/gl3.h> #include <GLES2/gl2ext.h> #include <sys/mman.h> #include <native_image/native_image.h> #include <native_window/external_window.h> #include <native_buffer/native_buffer.h>
初始化EGL环境。
这里提供初始化EGL环境的代码示例。XComponent模块的详细使用方法,请参阅XComponent开发指导。
bool ImageRender::InitEGL(EGLNativeWindowType window, uint64_t width, uint64_t height)
{
window_ = window;
width_ = width;
height_ = height;
if (!InitializeEGLDisplay() || !ChooseEGLConfig() || !CreateEGLContext() || !CreateEGLSurface()) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to initialize EGL");
return false;
}
if (!MakeCurrentContext()) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to make EGL context current");
return false;
}
if (!CompileAndLinkShaders()) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to compile and link shaders");
return false;
}
UpdateViewport();
return true;
}
// ...
bool ImageRender::InitializeEGLDisplay()
{
display_ = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display_ == EGL_NO_DISPLAY) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to get EGL display");
return false;
}
if (!eglInitialize(display_, nullptr, nullptr)) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to initialize EGL");
return false;
}
return true;
}
bool ImageRender::ChooseEGLConfig()
{
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_NONE
};
EGLint numConfigs;
if (!eglChooseConfig(display_, attribs, &config_, 1, &numConfigs) || numConfigs == 0) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to choose EGL config");
return false;
}
return true;
}
bool ImageRender::CreateEGLContext()
{
const EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
context_ = eglCreateContext(display_, config_, EGL_NO_CONTEXT, contextAttribs);
if (context_ == EGL_NO_CONTEXT) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to create EGL context");
return false;
}
return true;
}
bool ImageRender::CreateEGLSurface()
{
surface_ = eglCreateWindowSurface(display_, config_, window_, nullptr);
if (surface_ == EGL_NO_SURFACE) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to create EGL surface");
return false;
}
return true;
}
bool ImageRender::MakeCurrentContext()
{
if (!eglMakeCurrent(display_, surface_, surface_, context_)) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "ImageRender", "Failed to make EGL context current");
return false;
}
return true;
}
void ImageRender::UpdateViewport()
{
glViewport(0, 0, static_cast<GLsizei>(width_), static_cast<GLsizei>(height_));
OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "ImageRender",
"Viewport updated to %{public}llu x %{public}llu", width_, height_);
}
bool ImageRender::CompileAndLinkShaders()
{
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, g_vertexShaderSource);
if (vertexShader == 0) {
return false;
}
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, g_fragmentShaderSource);
if (fragmentShader == 0) {
glDeleteShader(vertexShader);
return false;
}
shaderProgram_ = glCreateProgram();
glAttachShader(shaderProgram_, vertexShader);
glAttachShader(shaderProgram_, fragmentShader);
glLinkProgram(shaderProgram_);
GLint linked;
glGetProgramiv(shaderProgram_, GL_LINK_STATUS, &linked);
if (!linked) {
PrintProgramLinkError(shaderProgram_);
glDeleteProgram(shaderProgram_);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return false;
}
glUseProgram(shaderProgram_);
positionAttrib_ = glGetAttribLocation(shaderProgram_, "aPosition");
texCoordAttrib_ = glGetAttribLocation(shaderProgram_, "aTexCoord");
textureUniform_ = glGetUniformLocation(shaderProgram_, "uTexture");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return true;
}
void ImageRender::PrintProgramLinkError(GLuint program)
{
GLint infoLen = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
std::unique_ptr<char[]> infoLog = std::make_unique<char[]>(infoLen);
glGetProgramInfoLog(program, infoLen, nullptr, infoLog.get());
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN,
"ImageRender", "Error linking program: %{public}s", infoLog.get());
}
}创建OH_NativeImage实例。
glGenTextures(1, &nativeImageTexId_); // ... nativeImage_ = OH_NativeImage_Create(nativeImageTexId_, GL_TEXTURE_EXTERNAL_OES);
获取对应的数据生产者端NativeWindow。
nativeWindow_ = OH_NativeImage_AcquireNativeWindow(image);
设置NativeWindow的宽高。
int32_t result = OH_NativeWindow_NativeWindowHandleOpt(nativeWindow_, SET_BUFFER_GEOMETRY,
static_cast<int32_t>(width_), static_cast<int32_t>(height_));
if (result != SUCCESS) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "OHNativeRender", "Failed to set buffer geometry.");
return false;
}将生产的内容写入OHNativeWindowBuffer。
从NativeWindow中获取OHNativeWindowBuffer。
OHNativeWindowBuffer *buffer = nullptr;
int releaseFenceFd = INVALID_FD;
int32_t result = OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow_, &buffer, &releaseFenceFd);
if (result != SUCCESS || buffer == nullptr) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN,
"OHNativeRender", "Failed to request buffer, ret : %{public}d.", result);
return;
}
// ...
BufferHandle *handle = OH_NativeWindow_GetBufferHandleFromNative(buffer);将生产的内容写入OHNativeWindowBuffer。
// 使用 mmap 获取虚拟地址
void *mappedAddr = mmap(nullptr, handle->size, PROT_READ | PROT_WRITE, MAP_SHARED, handle->fd, 0);
if (mappedAddr == MAP_FAILED) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "OHNativeRender", "Failed to mmap buffer.");
return;
}
// 获取像素指针
uint32_t *pixel = static_cast<uint32_t *>(mappedAddr);
// 调用封装的函数来绘制渐变
DrawGradient(pixel, handle->stride / BYTES_PER_PIXEL, height_);
// 解除内存映射
result = munmap(mappedAddr, handle->size);
if (result == FAILURE) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "OHNativeRender", "Failed to munmap buffer.");
}
// ...
void OHNativeRender::DrawGradient(uint32_t* pixel, uint64_t width, uint64_t height)
{
static double time = 0.0;
time += ANIMATION_SPEED_INCREMENT;
double offset = (sin(time) + MAX_INTENSITY) / INTENSITY_MULTIPLIER;
// 箭头参数
const int arrowSize = std::min(width, height) / ARROW_SIZE_DIVISOR;
const int arrowX = width / ARROW_SIZE_DIVISOR;
const int arrowY = height / ARROW_SIZE_DIVISOR;
const int stemWidth = arrowSize / STEM_WIDTH_DIVISOR;
const int headWidth = arrowSize / HEAD_WIDTH_DIVISOR;
const int headLength = arrowSize / HEAD_LENGTH_DIVISOR;
const int stemStart = arrowX - arrowSize / ARROW_SIZE_DIVISOR;
const int stemEnd = arrowX + arrowSize / ARROW_SIZE_DIVISOR - headLength;
for (uint64_t y = 0; y < height; y++) {
for (uint64_t x = 0; x < width; x++) {
double normalizedX = static_cast<double>(x) / static_cast<double>(width - 1);
bool isArrow = false;
if ((x >= stemStart && x <= stemEnd && y >= arrowY - stemWidth * HEAD_SLOPE_MULTIPLIER &&
y <= arrowY + stemWidth * HEAD_SLOPE_MULTIPLIER) || (x >= stemEnd && x <= stemEnd + headLength &&
fabs(static_cast<int>(y - arrowY)) <= (headWidth * HEAD_SLOPE_MULTIPLIER) *
(1.0 - static_cast<double>(x - stemEnd) / headLength))) {
isArrow = true;
}
uint8_t red = static_cast<uint8_t>((1.0 - normalizedX) * MAX_COLOR_VALUE);
uint8_t blue = static_cast<uint8_t>(normalizedX * MAX_COLOR_VALUE);
uint8_t green = 0;
uint8_t alpha = MAX_COLOR_VALUE;
if (isArrow) {
red = green = blue = MAX_COLOR_VALUE;
}
double intensity = fabs(normalizedX - offset);
intensity = MAX_INTENSITY - std::min(INTENSITY_MULTIPLIER * intensity, INTENSITY_LIMIT);
intensity = std::max(intensity, MIN_INTENSITY);
red = static_cast<uint8_t>(red * intensity);
green = static_cast<uint8_t>(green * intensity);
blue = static_cast<uint8_t>(blue * intensity);
*pixel++ = (static_cast<uint32_t>(alpha) << ALPHA_SHIFT) | (static_cast<uint32_t>(red) << RED_SHIFT) |
(static_cast<uint32_t>(green) << GREEN_SHIFT) | (static_cast<uint32_t>(blue) << BLUE_SHIFT);
}
}
}将OHNativeWindowBuffer提交到NativeWindow。
// 设置刷新区域
Region region{nullptr, 0};
// 提交给消费者
result = OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow_, buffer, NO_FENCE, region);
if (result != SUCCESS) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN,
"OHNativeRender", "Failed to flush buffer, result : %{public}d.", result);
}更新内容到OpenGL纹理。
int32_t ret = OH_NativeImage_UpdateSurfaceImage(nativeImage_);
if (ret != 0) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderEngine",
"OH_NativeImage_UpdateSurfaceImage failed, ret: %{public}d, texId: %{public}u",
ret, nativeImageTexId_);
return;
}
UpdateTextureMatrix();
if (imageRender_) {
imageRender_->Render();
} else {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderEngine", "ImageRender is null");
}
// ...
void RenderEngine::UpdateTextureMatrix()
{
float matrix[16];
int32_t ret = OH_NativeImage_GetTransformMatrixV2(nativeImage_, matrix);
if (ret != 0) {
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderEngine",
"OH_NativeImage_GetTransformMatrixV2 failed, ret: %{public}d", ret);
return;
}
imageRender_->SetTransformMatrix(matrix);
}解绑OpenGL纹理,绑定到新的外部纹理上。
// 将OH_NativeImage实例从当前OpenGL ES上下文分离 OH_NativeImage_DetachContext(nativeImage_); glGenTextures(1, &nativeImageTexId_); glBindTexture(GL_TEXTURE_EXTERNAL_OES, nativeImageTexId_); // ... int ret = OH_NativeImage_AttachContext(nativeImage_, nativeImageTexId_);
OH_NativeImage实例使用完需要销毁掉。
OH_NativeImage_Destroy(&nativeImage_);