flutter与unity的碰撞--opengl纹理共享实现flutter与unity界面的融合
作者:互联网
最近在学习untiy游戏引擎的知识,在学习过程中突发奇想,unity和flutter都是可以通过opengl和vulkan绘制界面,那有没有一种方法可以使得二者界面互相融合,即将flutter的界面渲染到unity的物体中,或者将unity的界面渲染到flutter的widget上。由于这两种渲染方式大体相同,下面我们就着重讲下如何将flutter界面渲染到unity中。
首先我们想到的是将flutter界面截屏成bitmap,然后通过交互将bitmap传递给unity,并在unity中使用该bitmap,并且我们也可以立马发现flutter自带截屏函数。但是我们会立刻发现此方案的弊端,此方案首先需要将flutter界面从gpu中下载到内存,然后再通过unity与java通信将bitmap传递到unity中,最后再在unity中将bitmap上传至gpu中作为纹理使用。如此一番折腾,需要在内存中倒腾很多遍,更何况bitmap通常很大,来回传递严重影响效率。那有没有一种更好的方案来解决这个问题呢,当然有,那就是–
纹理共享
我们知道opengl上下文通常是和线程绑定的,不同上下文之间环境比较独立,无法共享内容,但是为了更好的在多线程环境下工作,opengl提供了纹理共享的方式来弥补上诉问题,提高多线程下工作效率。使用方法也比较简单,即在新建opengl环境的时候传入一个已有opengl上下文和configs,这样就可以在两个opengl环境下共享使用同一份纹理。
至于如何在安卓上实现与unity的纹理共享,大家可以参考该文章https://blog.csdn.net/jnlws/article/details/113176253
该文章讲解的比较详细,并且代码比较完善,大家可以仔细阅读并自己实现一遍即可,这边我大概讲解下相机纹理共享的实现流程(因为flutter共享过程与之类似)。
- 在unity线程中通过与安卓的通信方式回调java的方法
- 在java方法中获取该unity线程的opengl上下文和参数配置,同时新建一个java 的线程用来作java的渲染线程,并在java线程中新建一个opengl上下文环境,传入unity的opengl上下文,以此来实现纹理共享
- 将安卓相机数据输出到surfacetexture,同时将该surfacetexture绑定到opengl中新建的一个textureid上,通过fbo离屏渲染将相机数据渲染到新的textureid(因为安卓中surfacetexture输出的纹理是安卓特有的纹理格式GL_TEXTURE_EXTERNAL_OES,无法直接在unity中使用,因此需要通过离屏渲染将其转换成unity可以使用的纹理格式),返回新的textureid给unity
- unity收到textureid后将其渲染到gameobject上
关键代码如下
纹理共享是opengl的方法,对于vulkan和metal这样天生就支持多线程的渲染管线,不需要这种方式,不过目前对于vulkan不是很熟悉,所以这里就先不进行讲解。
flutter界面渲染到纹理中
上面我们已经分析了如何将相机数据通过纹理共享到unity中,我们知道可以通过surfacetexture和fbo离屏渲染将纹理共享给unity,因此我们只需要找到如何将flutter界面渲染到surfacetexture中,即可实现flutter和unity界面的融合。接下来我们来分析flutter源码,接下来的源码都是基于flutter1.16来分析的。
首先flutter在新的版本中,为了方便进行混合接入,抽离出了flutter engine,而且我们不需要将flutter界面直接渲染出来,所以我们只需要创建一个没有view的flutter fragment放入unity activity中就可以了。我们将flutter fragment源码拷贝出来并进行改造,与之对应的还需要将FlutterActivityAndFragmentDelegate,接下来我们顺着代码分析flutter界面是如何渲染到安卓上的,首先flutter是通过FlutterView加载到安卓界面的
而FlutterView分为两种模式,我们只需要分析surface模式,我们发现有个FlutterSurfaceView用来实现和flutter关联,我们发现在surfaceview surface创建的时候通过FlutterRender将surface传入flutter中。
这下分析下来就比较明了了,我们只需要创建一个surface,通过FlutterRender将其传给flutter,同时通过将其数据输出到surfacetexture,并通过fbo离屏渲染将其输出到unity可以使用的纹理id中即可。代码如下
public void attachToFlutterEngine(FlutterEngine flutterEngine) {
this.flutterEngine = flutterEngine;
FlutterRenderer flutterRenderer = flutterEngine.getRenderer();
flutterRenderer.startRenderingToSurface(GLTexture.instance.surface);
flutterRenderer.surfaceChanged(GLTexture.instance.getStreamTextureWidth(), GLTexture.instance.getStreamTextureHeight());
FlutterRenderer.ViewportMetrics viewportMetrics = new FlutterRenderer.ViewportMetrics();
viewportMetrics.width = GLTexture.instance.getStreamTextureWidth();
viewportMetrics.height = GLTexture.instance.getStreamTextureHeight();
viewportMetrics.devicePixelRatio = GLTexture.instance.context.getResources().getDisplayMetrics().density;
flutterRenderer.setViewportMetrics(viewportMetrics);
flutterRenderer.addIsDisplayingFlutterUiListener(new FlutterUiDisplayListener() {
@Override
public void onFlutterUiDisplayed() {
GLTexture.instance.setNeedUpdate(true);
GLTexture.instance.updateTexture();
}
@Override
public void onFlutterUiNoLongerDisplayed() {
}
});
GLTexture.instance.attachFlutterSurface(this);
}
这里需要注意的是需要给flutter传递宽和高,不然flutter界面可能显示不出来
GLTexture代码如下,主要用于创建surface和unity通信
package com.example.unitylibrary;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.SurfaceTexture;
import android.opengl.EGL14;
import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.os.Handler;
import android.os.Looper;
import android.util.Log;
import android.view.Surface;
import com.unity3d.player.UnityPlayer;
import java.io.BufferedOutputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
public class GLTexture {
public static GLTexture instance = null;
private static final String TAG = "GLTexture";
private int mTextureID = 0;
private int mTextureWidth = 0;
private int mTextureHeight = 0;
SurfaceTexture mCameraInputSurface;
SurfaceTexture mOutputSurfaceTexture;
int mOutputTex[];
private ByteBuffer mBuffer;
private volatile EGLContext mSharedEglContext;
private volatile EGLConfig mSharedEglConfig;
private EGLDisplay mEGLDisplay;
private EGLContext mEglContext;
private EGLSurface mEglSurface;
private FBO fbo;
private float[] mMVPMatrix = new float[16];
GLTextureOES glTextureOES;
Surface surface;
SurfaceTexture surfaceTexture;
private boolean needUpdate = true;
// 创建单线程池,用于处理OpenGL纹理
private final ExecutorService mRenderThread = Executors.newSingleThreadExecutor();
// 使用Unity线程Looper的Handler,用于执行Java层的OpenGL操作
private Handler mUnityRenderHandler;
public int getStreamTextureWidth() {
//Log.d(TAG,"mTextureWidth = "+ mTextureWidth);
return mTextureWidth;
}
public int getStreamTextureHeight() {
//Log.d(TAG,"mTextureHeight = "+ mTextureHeight);
return mTextureHeight;
}
public int getStreamTextureID() {
Log.d(TAG, "getStreamTextureID sucess = " + mTextureID);
return mTextureID;
}
public Context context;
public GLTexture() {
this(UnityPlayer.currentActivity);
}
public GLTexture(Context context) {
instance = this;
this.context = context;
}
private void glLogE(String msg) {
Log.e(TAG, msg + ", err=" + GLES20.glGetError());
}
public boolean isNeedUpdate() {
return needUpdate;
}
public void setNeedUpdate(boolean needUpdate) {
this.needUpdate = needUpdate;
}
// 被unity调用
public void setupOpenGL() {
Log.d(TAG, "setupOpenGL called by Unity ");
// 注意:该调用一定是从Unity绘制线程发起
if (Looper.myLooper() == null) {
Looper.prepare();
}
mUnityRenderHandler = new Handler(Looper.myLooper());
// Unity获取EGLContext
mSharedEglContext = EGL14.eglGetCurrentContext();
if (mSharedEglContext == EGL14.EGL_NO_CONTEXT) {
glLogE("eglGetCurrentContext failed");
return;
}
glLogE("eglGetCurrentContext success");
EGLDisplay sharedEglDisplay = EGL14.eglGetCurrentDisplay();
if (sharedEglDisplay == EGL14.EGL_NO_DISPLAY) {
glLogE("sharedEglDisplay failed");
return;
}
glLogE("sharedEglDisplay success");
// 获取Unity绘制线程的EGLConfig
int[] numEglConfigs = new int[1];
EGLConfig[] eglConfigs = new EGLConfig[1];
if (!EGL14.eglGetConfigs(sharedEglDisplay, eglConfigs, 0, eglConfigs.length,
numEglConfigs, 0)) {
glLogE("eglGetConfigs failed");
return;
}
mSharedEglConfig = eglConfigs[0];
mRenderThread.execute(new Runnable() {
@Override
public void run() {
// 初始化OpenGL环境
initOpenGL();
// 生成OpenGL纹理ID
// int textures[] = new int[1];
// GLES20.glGenTextures(1, textures, 0);
// if (textures[0] == 0) {
// glLogE("glGenTextures failed");
// return;
// } else {
// glLogE("glGenTextures success");
// }
mTextureWidth = 2140;
mTextureHeight = 1080;
glTextureOES = new GLTextureOES(context, mTextureWidth, mTextureHeight);
surfaceTexture = new SurfaceTexture(glTextureOES.getTextureID());
surfaceTexture.setDefaultBufferSize(mTextureWidth, mTextureHeight);
surface = new Surface(surfaceTexture);
surfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
@Override
public void onFrameAvailable(SurfaceTexture surfaceTexture) {
needUpdate = true;
}
});
fbo = new FBO(mTextureWidth, mTextureHeight);
mTextureID = fbo.textureID;
mBuffer = ByteBuffer.allocate(mTextureWidth * mTextureHeight * 4);
}
});
}
private void initOpenGL() {
mEGLDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
if (mEGLDisplay == EGL14.EGL_NO_DISPLAY) {
glLogE("eglGetDisplay failed");
return;
}
glLogE("eglGetDisplay success");
int[] version = new int[2];
if (!EGL14.eglInitialize(mEGLDisplay, version, 0, version, 1)) {
mEGLDisplay = null;
glLogE("eglInitialize failed");
return;
}
glLogE("eglInitialize success");
int[] eglContextAttribList = new int[]{
EGL14.EGL_CONTEXT_CLIENT_VERSION, 3, // 该值需与Unity绘制线程使用的一致
EGL14.EGL_NONE
};
// 创建Java线程的EGLContext时,将Unity线程的EGLContext和EGLConfig作为参数传递给eglCreateContext,
// 从而实现两个线程共享EGLContext
mEglContext = EGL14.eglCreateContext(mEGLDisplay, mSharedEglConfig, mSharedEglContext,
eglContextAttribList, 0);
if (mEglContext == EGL14.EGL_NO_CONTEXT) {
glLogE("eglCreateContext failed");
return;
}
glLogE("eglCreateContext success");
int[] surfaceAttribList = {
EGL14.EGL_WIDTH, mTextureWidth,
EGL14.EGL_HEIGHT, mTextureHeight,
EGL14.EGL_NONE
};
// Java线程不进行实际绘制,因此创建PbufferSurface而非WindowSurface
// 创建Java线程的EGLSurface时,将Unity线程的EGLConfig作为参数传递给eglCreatePbufferSurface
mEglSurface = EGL14.eglCreatePbufferSurface(mEGLDisplay, mSharedEglConfig, surfaceAttribList, 0);
if (mEglSurface == EGL14.EGL_NO_SURFACE) {
glLogE("eglCreatePbufferSurface failed");
return;
}
glLogE("eglCreatePbufferSurface success");
if (!EGL14.eglMakeCurrent(mEGLDisplay, mEglSurface, mEglSurface, mEglContext)) {
glLogE("eglMakeCurrent failed");
return;
}
glLogE("eglMakeCurrent success");
GLES20.glFlush();
}
public void updateTexture() {
//Log.d(TAG,"updateTexture called by unity");
mRenderThread.execute(new Runnable() {
@Override
public void run() {
// final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.app_icon);
// if(bitmap == null)
// Log.d(TAG,"bitmap decode faild" + bitmap);
// else
// Log.d(TAG,"bitmap decode success" + bitmap);
// mUnityRenderHandler.post(new Runnable() {
// @Override
// public void run() {
if (!needUpdate) return;
needUpdate = false;
surfaceTexture.updateTexImage();
Matrix.setIdentityM(mMVPMatrix, 0);
fbo.FBOBegin();
GLES20.glViewport(0, 0, mTextureWidth, mTextureHeight);
glTextureOES.draw(mMVPMatrix);
// GLES20.glReadPixels(0, 0, mTextureWidth, mTextureHeight, GLES20.GL_RGBA,
// GLES20.GL_UNSIGNED_BYTE, mBuffer);
// Bitmap bitmap1 = Bitmap.createBitmap(mTextureWidth, mTextureHeight, Bitmap.Config.ARGB_8888);
// bitmap1.copyPixelsFromBuffer(mBuffer);
// saveBitmap(context, bitmap1, "test");
// mBuffer.clear();
fbo.FBOEnd();
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
// GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
// GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
// GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
// GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
// bitmap.recycle();
// }
// });
}
});
}
public static void saveBitmap(Context context, final Bitmap b, String name) {
String path = context.getExternalCacheDir().getPath();
long dataTake = System.currentTimeMillis();
final String jpegName = path + "/" + name + ".jpg";
try {
FileOutputStream fout = new FileOutputStream(jpegName);
BufferedOutputStream bos = new BufferedOutputStream(fout);
b.compress(Bitmap.CompressFormat.JPEG, 100, bos);
bos.flush();
bos.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void destroy() {
mRenderThread.shutdownNow();
}
public Surface getSurface() {
return surface;
}
private FlutterSurface flutterSurface;
public void attachFlutterSurface(FlutterSurface surface) {
flutterSurface = surface;
}
public void onTouchEvent(final int type,final double x,final double y) {
UnityPlayer.currentActivity.runOnUiThread(new Runnable() {
@Override
public void run() {
if (flutterSurface != null)
flutterSurface.onTouchEvent(type, x, y);
}
});
}
}
接下来我们只需要和相机一样,在unity中接收纹理并渲染到gameobject就可以了。
最终实现效果如下,我们可以看到flutter界面完美的渲染到unity中了
点击事件
我们接下来还需要处理flutter点击事件,我们需要在unity中获取点击事件,并将其传递给安卓,然后传递给flutter即可。
unity点击处理代码如下
void Update()
{
#if UNITY_ANDROID
if(mGLTexCtrl.Call<bool>("isNeedUpdate"))
mGLTexCtrl.Call("updateTexture");
if (Input.touches.Length > 0){
if(haveStartFlutter == 1){
Debug.Log(Input.touches[0].position);
double x = Input.touches[0].position.x;
double y = Input.touches[0].position.y;
x = x-pos_zero.x;
y = y-pos_zero.y;
y = -y;
x = x/w;
y = y/h;
Debug.Log("x:"+x+"&y:"+y+"&type:"+Input.touches[0].phase);
if(Input.touches[0].phase == TouchPhase.Began){
mGLTexCtrl.Call("onTouchEvent",0,x,y);
}else if(Input.touches[0].phase == TouchPhase.Moved){
mGLTexCtrl.Call("onTouchEvent",1,x,y);
}else if(Input.touches[0].phase == TouchPhase.Ended){
mGLTexCtrl.Call("onTouchEvent",2,x,y);
}
}else{
mFlutterApp.Call("startFlutter");
haveStartFlutter = 1;
}
}
#endif
if(Input.GetMouseButtonDown(1)){
Debug.Log(Input.mousePosition);
}
}
安卓传递给flutter代码如下。这里我们可以在flutter源码中发现如何传递点击事件,这里也借助于flutter源码来实现
public void onTouchEvent(int type, double x, double y) {
ByteBuffer packet =
ByteBuffer.allocateDirect(1 * POINTER_DATA_FIELD_COUNT * BYTES_PER_FIELD);
packet.order(ByteOrder.LITTLE_ENDIAN);
double x1, y1;
x1 = GLTexture.instance.getStreamTextureWidth() * x;
y1 = GLTexture.instance.getStreamTextureHeight() * y;
Log.i("myyf", "x:" + x1 + "&y:" + y1 + "&type:" + type);
addPointerForIndex(x1, y1, type + 4, 0, packet);
if (packet.position() % (POINTER_DATA_FIELD_COUNT * BYTES_PER_FIELD) != 0) {
throw new AssertionError("Packet position is not on field boundary");
}
flutterEngine.getRenderer().dispatchPointerDataPacket(packet,packet.position());
}
// TODO(mattcarroll): consider creating a PointerPacket class instead of using a procedure that
// mutates inputs.
private void addPointerForIndex(
double x, double y, int pointerChange, int pointerData, ByteBuffer packet) {
if (pointerChange == -1) {
return;
}
int pointerKind = 0;
int signalKind =
0;
long timeStamp = System.currentTimeMillis() * 1000; // Convert from milliseconds to microseconds.
packet.putLong(timeStamp); // time_stamp
packet.putLong(pointerChange); // change
packet.putLong(pointerKind); // kind
packet.putLong(signalKind); // signal_kind
packet.putLong(pointerId); // device
packet.putLong(0); // pointer_identifier, will be generated in pointer_data_packet_converter.cc.
packet.putDouble(x); // physical_x
packet.putDouble(y); // physical_y
packet.putDouble(
0.0); // physical_delta_x, will be generated in pointer_data_packet_converter.cc.
packet.putDouble(
0.0); // physical_delta_y, will be generated in pointer_data_packet_converter.cc.
long buttons = 0;
packet.putLong(buttons); // buttons
packet.putLong(0); // obscured
packet.putLong(0); // synthesized
packet.putDouble(1.0); // pressure
double pressureMin = 0.0;
double pressureMax = 1.0;
// if (event.getDevice() != null) {
// InputDevice.MotionRange pressureRange =
// event.getDevice().getMotionRange(MotionEvent.AXIS_PRESSURE);
// if (pressureRange != null) {
// pressureMin = pressureRange.getMin();
// pressureMax = pressureRange.getMax();
// }
// }
packet.putDouble(pressureMin); // pressure_min
packet.putDouble(pressureMax); // pressure_max
packet.putDouble(0.0); // distance
packet.putDouble(0.0); // distance_max
packet.putDouble(0.5); // size
packet.putDouble(6); // radius_major
packet.putDouble(7); // radius_minor
packet.putDouble(0.0); // radius_min
packet.putDouble(0.0); // radius_max
packet.putDouble(0); // orientation
packet.putDouble(0.0); // tilt
packet.putLong(pointerData); // platformData
packet.putDouble(0.0); // scroll_delta_x
packet.putDouble(0.0); // scroll_delta_x
}
这样我们就可以实现在unity中点击flutter界面了最终实现效果如下
总结
上面我们分析了如和将flutter界面渲染到unity中,通过opengl的纹理共享和安卓的surface即可实现,同理如何将unity界面渲染到flutter也是一样,我们只需要自定义UnityPlayer将其输出到纹理中,并在flutter中使用即可,可以更广泛的推广,我们可以通过这种方法将安卓界面渲染到flutter和unity中。
标签:opengl,packet,public,unity,flutter,GL,GLES20 来源: https://blog.csdn.net/a582816317/article/details/115425715