我正在寻找一种在C/C 中使用SKIA库在EGLTEXTURE上绘制文本的方法。我计划在SurfaceFlinger出现之前在启动过程中运行一个程序。
请不要将我指向Android Java示例,因为那不是我想要的。我正在解决帧缓冲区级别的UI问题。我正在寻找一种使用Android Native Libs(Skia等)在C/C 中进行此操作的方法。
我有一个示例程序,可以使用skbitmap呈现图像到eglTexture。我能够在显示器上显示它。我效仿了同一例子,并提出了这样的策略。但是它不起作用。
0)用绿色清除屏幕
1)创建大小640x480的Skbitmap。
2)创建由Skbitmap.lockpixels返回的像素缓冲区支持的EGLTEXTURE()
3)使用SkCanvas在Skbitmap上绘制文本。将位图上传到上面的纹理中。4)然后在当前表面绘制纹理
我使用启动动画程序(Android)作为我的起点。当我运行该程序时,我看到的只是绿色。我检查了EGL呼叫的错误。他们似乎都成功了。感谢您的帮助
在Google组上发布了这个问题。Google的Brian在这里有一些指示:https://groups.google.com/d/topic/skia-discuss/ac5f6hb4gsu/discussion
以下是实现上述的代码。
#define EXPECT_NO_GL_ERROR(stmt)
do {
stmt;
const EGLint error_code = eglGetError();
if (EGL_SUCCESS != error_code){
LOGD("GLTest: GL error code %d at %s:%d", error_code, __FILE__, __LINE__);
__android_log_assert("GLTest", "GLtest", "GlTest");
}
} while(0)
struct Texture
{
GLint w;
GLint h;
GLuint id;
};
bool GLTest::frametest()
{
Texture texFrame;
// Paint screen with green color
glShadeModel (GL_FLAT);
glDisable (GL_DITHER);
glDisable (GL_SCISSOR_TEST);
glClearColor(0, 1, 0, 1);
glClear (GL_COLOR_BUFFER_BIT);
eglSwapBuffers(mDisplay, mSurface);
SkGraphics::Init();
SkBitmap bitmap;
bitmap.setConfig(SkBitmap::kARGB_8888_Config, 640, 480);
bitmap.allocPixels();
if (NO_ERROR != initTexture(&texFrame, bitmap))
{
LOGD("GLTest: Unable to create a texture that is backed by SkBitmap");
return false;
}
SkCanvas canvas(bitmap);
SkPaint textAttribs;
textAttribs.setColor(0xFFFFFFFF);
textAttribs.setTextSize(SkIntToScalar(24));
const nsecs_t startTime = systemTime();
int frame_count = 0;
do
{
nsecs_t now = systemTime();
double time = now - startTime;
canvas.drawColor(0xFF0000FF);
canvas.drawText("Hello world", strlen("Hello world"), 200, 400,
textAttribs);
initTexture(&texFrame, bitmap); // Upload bitmap into canvas
glEnable (GL_BLEND);
EXPECT_NO_GL_ERROR(glBindTexture(GL_TEXTURE_2D, texFrame.id));
EXPECT_NO_GL_ERROR(glDrawTexiOES(0, 0, 0, texFrame.w, texFrame.h));
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
if (res == EGL_FALSE)
break;
frame_count++;
if (0 == (frame_count % 150))
LOGD("GLTest: Completed %d frames", frame_count);
// 12fps: don't animate too fast to preserve CPU
const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
if (sleepTime > 0)
usleep(sleepTime);
} while (!exitPending());
return false;
}
status_t GLTest::initTexture(Texture* texture, SkBitmap &bitmap)
{
bitmap.lockPixels();
const int w = bitmap.width();
const int h = bitmap.height();
const void* p = bitmap.getPixels();
GLint crop[4] =
{ 0, h, w, -h };
texture->w = w;
texture->h = h;
EXPECT_NO_GL_ERROR(glGenTextures(1, &(texture->id)));
EXPECT_NO_GL_ERROR(glBindTexture(GL_TEXTURE_2D, texture->id));
switch (bitmap.getConfig())
{
case SkBitmap::kA8_Config:
EXPECT_NO_GL_ERROR(
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, p));
break;
case SkBitmap::kARGB_4444_Config:
EXPECT_NO_GL_ERROR(
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, p));
break;
case SkBitmap::kARGB_8888_Config:
EXPECT_NO_GL_ERROR(
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, p));
break;
case SkBitmap::kRGB_565_Config:
EXPECT_NO_GL_ERROR(
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, p));
break;
default:
break;
}
EXPECT_NO_GL_ERROR(
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop));
EXPECT_NO_GL_ERROR(
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
EXPECT_NO_GL_ERROR(
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
EXPECT_NO_GL_ERROR(
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
EXPECT_NO_GL_ERROR(
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
return NO_ERROR;
}
我找到了为什么我的代码不起作用。当创建纹理时,宽度和高度必须为2的功率。例如,如果宽度为1920,则应以2048的宽度创建纹理(AS 2048是下一个2个功率)。
将其不受欢迎更改为下面。现在,我能够绘制文本以skbitmap,然后将位图上传到纹理并绘制纹理。
下面是新的非文化版本,将位图上传到纹理上。
bool initTexture(Texture* texture, const SkBitmap &bitmap)
{
bool result = true;
SkAutoLockPixels alp(bitmap);
const int w = bitmap.width();
const int h = bitmap.height();
const void* p = bitmap.getPixels();
int tw = 1 << (31 - __builtin_clz(w));
int th = 1 << (31 - __builtin_clz(h));
if (tw < w)
tw <<= 1;
if (th < h)
th <<= 1;
if (NULL == texture)
return false;
if (texture->id != 0)
{
glBindTexture(GL_TEXTURE_2D, texture->id);
switch (bitmap.getConfig())
{
case SkBitmap::kA8_Config:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_ALPHA, GL_UNSIGNED_BYTE, p);
break;
case SkBitmap::kARGB_4444_Config:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, p);
break;
case SkBitmap::kARGB_8888_Config:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, p);
break;
case SkBitmap::kRGB_565_Config:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, p);
break;
default:
break;
}
return true;
}
GLint crop[4] = { 0, h, w, -h };
texture->w = w;
texture->h = h;
glEnable (GL_TEXTURE_2D);
glGenTextures(1, &(texture->id));
glBindTexture(GL_TEXTURE_2D, texture->id);
switch (bitmap.getConfig())
{
case SkBitmap::kA8_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, p);
break;
case SkBitmap::kARGB_4444_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, p);
break;
case SkBitmap::kARGB_8888_Config:
if (tw != w || th != h)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA,
GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA,
GL_UNSIGNED_BYTE, p);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
}
break;
case SkBitmap::kRGB_565_Config:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, p);
break;
default:
break;
}
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
return result;
}