基于OpenGL渲染视频画面帧

场景描述

在直播场景中,会有礼物、魔法等表情临时出现在画面,需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。

  1. 在ArkTS侧调用createAVPlayer()创建AVPlayer实例,初始化进入idle状态。设置业务需要的监听事件,设置资源:设置属性url,AVPlayer进入initialized状态。
  2. 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。
  3. 添加XComponent组件,在native侧通过OH_NativeXComponent_RegisterCallback注册XComponent回调。
  4. 在napi 接口init的时候在Xcomponent的OnSurfaceCreatedCB回调中初始化渲染线程,通过OH_NativeImage_Create创建nativeImage。
  5. 通过OH_NativeImage_GetSurfaceId获取surfaceID并传递到arkts侧。
  6. 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。
  7. 通过OH_NativeImage_UpdateSurfaceImage获取最新帧更新相关联的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();
}

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_);
}

 

  • 3
    点赞
  • 10
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值