【发布时间】:2020-07-27 15:32:03
【问题描述】:
我有一个像这样来自 RendererThread 的流(它只是作为测试)
class RendererThread(val surface: SurfaceTexture, mSurface: Surface?) : Thread() {
var isStopped = false
var color = 0f
private lateinit var eglSurface:EGLSurface
val config = intArrayOf(
EGL10.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT,
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
EGL10.EGL_DEPTH_SIZE, 0,
EGL10.EGL_STENCIL_SIZE, 0,
EGL10.EGL_NONE
)
var surfacePlane = mSurface
var surfaceTexImported:SurfaceTexture? = null
fun getSurfaceTexture(surfaceTexture: SurfaceTexture){
this.surfaceTexImported = surfaceTexture
}
fun getSurface(surface: Surface){
this.surfacePlane = surface
}
fun chooseEglConfig(egl: EGL10, eglDisplay: EGLDisplay) : EGLConfig {
val configsCount = intArrayOf(0);
val configs = arrayOfNulls<EGLConfig>(1);
egl.eglChooseConfig(eglDisplay, config, configs, 1, configsCount)
return configs[0]!!
}
override fun run() {
super.run()
val egl = EGLContext.getEGL() as EGL10
var eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY)
egl.eglInitialize(eglDisplay, intArrayOf(0, 0)) // getting OpenGL ES 2
val eglConfig = chooseEglConfig(egl, eglDisplay);
val eglContext = egl.eglCreateContext(eglDisplay, eglConfig,
EGL10.EGL_NO_CONTEXT, intArrayOf(
EGL14.EGL_CONTEXT_CLIENT_VERSION, 2,
EGL10.EGL_NONE
));
if(this.surfacePlane == null){
eglSurface = egl.eglCreateWindowSurface(eglDisplay, eglConfig, surface, null)
} else {
eglSurface = egl.eglCreateWindowSurface(eglDisplay, eglConfig, surfacePlane, null)
}
var colorVelocity = 0.31f
print(egl.eglGetError())
while (!isStopped && egl.eglGetError() == EGL10.EGL_SUCCESS) {
egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)
colorVelocity *= if (color > 1 && color < 1.6 || color < 0) {
+1
} else {
-1
}
color += colorVelocity
GLES20.glClearColor(color / 2, color, color, 0.5f)
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
egl.eglSwapBuffers(eglDisplay, eglSurface)
Thread.sleep((1f / 60f * 1000f).toLong()) // in real life this sleep is more complicated
}
surface.release()
egl.eglDestroyContext(eglDisplay, eglContext)
egl.eglDestroySurface(eglDisplay, eglSurface)
}
}
它应该在绿色上产生类似频闪的效果,即使它被卡在黑色上,但没关系,因为我可以看到它正在工作。 可以很方便的渲染成TextureView,但是ViewRenderable中的Sceneform不支持TextureView。
我的想法是将流通过管道传输到提供给 ModelRenderable 的 ExternalTexture 中,这与在增强图像上播放来自 MediaPlayer 的视频相同。
所以我尝试将 ExternalTexture 的 SurfaceTexture(甚至是“绝望”的 Surface)传递给 EGLSurface 构造函数。
在这两种情况下,作为最佳结果,我都获得了渲染的整个屏幕颜色,而不是渲染到我的 modelRenderable 的 Surface 中,像这样构建
ModelRenderable.builder()
.build()
.thenAccept { liquidRenderable ->
liquidViewRenderable = liquidRenderable
liquidRenderable.isShadowCaster = false
liquidRenderable.isShadowReceiver = false
liquidRenderable.material.setExternalTexture("videoPlane", externalTexture)
}
.exceptionally { throwable ->
Log.e(TAG, "Could not create renderable", throwable)
return@exceptionally null
}
注意: 我更改了以前的代码部分。 我在 TextureView 类可用的 onSurfaceTextureAvailable 方法中初始化渲染器
override fun onSurfaceTextureAvailable(surface: SurfaceTexture, width: Int, height: Int) {
renderer = RendererThread(surface)
} // here the "surface" passed is actually the SurfaceTexture and not the Surface
【问题讨论】:
标签: opengl-es arcore sceneform egl