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往期推文全新看点(文中附带全新鸿蒙5.0全栈学习笔录)
✏️ 鸿蒙(HarmonyOS)北向开发知识点记录~
✏️ 鸿蒙(OpenHarmony)南向开发保姆级知识点汇总~
✏️ 鸿蒙应用开发与鸿蒙系统开发哪个更有前景?
✏️ 嵌入式开发适不适合做鸿蒙南向开发?看完这篇你就了解了~
✏️ 对于大前端开发来说,转鸿蒙开发究竟是福还是祸?
✏️ 鸿蒙岗位需求突增!移动端、PC端、IoT到底该怎么选?
✏️ 记录一场鸿蒙开发岗位口试履历~
✏️ 一连更新中……
场景描述
在直播场景中,会有礼物、魔法等心情临时出现在画面,必要获取视频画面帧进行纹理更新后再渲染
通过OpenGL渲染视频画面帧。
⦁ 在ArkTS侧调用createAVPlayer()创建AVPlayer实例,初始化进入idle状态。设置业务必要的监听事件,设置资源:设置属性url,AVPlayer进入initialized状态。
⦁ 设置窗口:获取并设置属性SurfaceID,该surfaceId是native侧nativeImage的surfaceID,调用play方法开始播放。
⦁ 添加XComponent组件,在native侧通过OH_NativeXComponent_RegisterCallback注册XComponent回调。
⦁ 在napi 接口init的时间在Xcomponent的OnSurfaceCreatedCB回调中初始化渲染线程,通过OH_NativeImage_Create创建nativeImage。
⦁ 通过OH_NativeImage_GetSurfaceId获取surfaceID并通报到arkts侧。
⦁ 通过OH_NativeImage_SetOnFrameAvailableListener设置帧可用回调,通过NativeVsync接收系统信号,控制渲染。
⦁ 通过OH_NativeImage_UpdateSurfaceImage获取最新帧更新相干联的OpenGL ES纹理,通过eglSwapBuffers将纹理渲染上屏。
核心代码
创建nativeImage,获取nativeImage的id,设置帧可用回调。
- bool RenderThread::CreateNativeImage()
- {
- nativeImage_ = OH_NativeImage_Create(-1, GL_TEXTURE_EXTERNAL_OES);
- if (nativeImage_ == nullptr) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread", "OH_NativeImage_Create failed.");
- return false;
- }
- int ret = 0;
- {
- std::lock_guard<std::mutex> lock(nativeImageSurfaceIdMutex_);
- ret = OH_NativeImage_GetSurfaceId(nativeImage_, &nativeImageSurfaceId_);
- }
- if (ret != 0) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread",
- "OH_NativeImage_GetSurfaceId failed, ret is %{public}d.", ret);
- return false;
- }
- nativeImageFrameAvailableListener_.context = this;
- nativeImageFrameAvailableListener_.onFrameAvailable = &RenderThread::OnNativeImageFrameAvailable;
- ret = OH_NativeImage_SetOnFrameAvailableListener(nativeImage_, nativeImageFrameAvailableListener_);
- if (ret != 0) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread",
- "OH_NativeImage_SetOnFrameAvailableListener failed, ret is %{public}d.", ret);
- return false;
- }
- return true;
- }
- void RenderThread::OnNativeImageFrameAvailable(void *data)
- {
- OH_LOG_Print(LOG_APP, LOG_DEBUG, LOG_PRINT_DOMAIN, "RenderThread", "OnNativeImageFrameAvailable.");
- auto renderThread = reinterpret_cast<RenderThread *>(data);
- if (renderThread == nullptr) {
- return;
- }
- renderThread->availableFrameCnt_++;
- renderThread->wakeUpCond_.notify_one();
- }
- NativeVsync接收系统发送的Vsync信号,控制渲染节奏。
- bool RenderThread::InitNativeVsync()
- {
- nativeVsync_ = OH_NativeVSync_Create(DEMO_NAME, strlen(DEMO_NAME));
- if (nativeVsync_ == nullptr) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread", "Create NativeVSync failed.");
- return false;
- }
- (void)OH_NativeVSync_RequestFrame(nativeVsync_, &RenderThread::OnVsync, this);
- return true;
- }
- void RenderThread::OnVsync(long long timestamp, void *data)
- {
- OH_LOG_Print(LOG_APP, LOG_DEBUG, LOG_PRINT_DOMAIN, "RenderThread", "OnVsync %{public}llu.", timestamp);
- auto renderThread = reinterpret_cast<RenderThread *>(data);
- if (renderThread == nullptr) {
- return;
- }
- renderThread->vSyncCnt_++;
- renderThread->wakeUpCond_.notify_one();
- }
复制代码 在渲染线程中更新画面帧数据到OpenGL纹理,并做对应的opengl处理后,通过SwapBuffers()方法上屏。
- void RenderThread::DrawImage()
- {
- if(nativeImageTexId_ == 9999) {
- glGenTextures(1, &nativeImageTexId_);
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, nativeImageTexId_);
- // set the texture wrapping parameters
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_REPEAT);
- // set texture filtering parameters
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- OH_LOG_Print(LOG_APP, LOG_DEBUG, LOG_PRINT_DOMAIN, "RenderThread", "DrawImage.");
- if (eglSurface_ == EGL_NO_SURFACE) {
- OH_LOG_Print(LOG_APP, LOG_WARN, LOG_PRINT_DOMAIN, "RenderThread", "eglSurface_ is EGL_NO_SURFACE");
- return;
- }
- OH_NativeImage_AttachContext(nativeImage_, nativeImageTexId_);
- renderContext_->MakeCurrent(eglSurface_);
- int32_t ret = OH_NativeImage_UpdateSurfaceImage(nativeImage_);
- if (ret != 0) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread",
- "OH_NativeImage_UpdateSurfaceImage failed, ret: %{public}d, texId: %{public}d",
- ret, nativeImageTexId_);
- return;
- }
- OH_LOG_Print(LOG_APP, LOG_DEBUG, LOG_PRINT_DOMAIN, "RenderThread", "OH_NativeImage_UpdateSurfaceImage succeed.");
- float matrix[16];
- ret = OH_NativeImage_GetTransformMatrix(nativeImage_, matrix);
- if (ret != 0) {
- OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "RenderThread",
- "OH_NativeImage_GetTransformMatrix failed, ret: %{public}d", ret);
- return;
- }
- glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- shaderProgram_->Use();
- shaderProgram_->SetInt("texture", 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_EXTERNAL_OES, nativeImageTexId_);
- shaderProgram_->SetMatrix4v("matTransform", matrix, 16, false);
- glBindVertexArray(vertexArrayObject_);
- glEnable(GL_DEPTH_TEST);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, Detail::indices);
- renderContext_->SwapBuffers(eglSurface_);
- }
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