【Android】RuntimeShader 应用

1 简介

RuntimeShader 是 Android 13(T)中新增的特性,用于逐像素渲染界面,它使用 AGSL(Android Graphics Shading Language)编写着色器代码,底层基于 Skia 图形渲染引擎。官方介绍详见 → RuntimeShader

相较于 OpenGL ES,RuntimeShader 具有以下特点。

  • RuntimeShader 中只有片元着色器,没有顶点着色器。
  • RuntimeShader 中用户不用输入顶点数据,简化了输入操作。
  • RuntimeShader 基于 AGSL 语言,OpenGL ES 基于 GLSL 语言。
  • AGSL 中纹理坐标值域与 View 的宽高对应,GLSL 中纹理坐标一般归一化了。

2 对 View 进行二次渲染

MainActivity.java

java 复制代码
package com.zhyan8.shaderdemo;

import androidx.appcompat.app.AppCompatActivity;

import android.graphics.RenderEffect;
import android.graphics.RuntimeShader;
import android.os.Bundle;
import android.view.View;
import android.widget.LinearLayout;

import com.zhyan8.shaderdemo.utils.ScreenUtils;
import com.zhyan8.shaderdemo.utils.StringUtils;

public class MainActivity extends AppCompatActivity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        LinearLayout parentView = findViewById(R.id.parent);
        float[] resolution = ScreenUtils.getScreenSizeF(this);
        applyRuntimeShader(parentView, resolution);
    }

    private void applyRuntimeShader(View view, float[] resolution) {
        String shaderCode = StringUtils.loadString(this, "shaders/dazzling.agsl");
        RuntimeShader shader = new RuntimeShader(shaderCode);
        shader.setFloatUniform("u_resolution", resolution);
        RenderEffect effect = RenderEffect.createRuntimeShaderEffect(shader, "u_texture");
        view.setRenderEffect(effect);
    }
}

activity_main.xml

XML 复制代码
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    tools:context=".MainActivity"
    android:orientation="vertical"
    android:gravity="center"
    android:background="#FFFFFF"
    android:id="@+id/parent">

    <TextView
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="Hello World"
        android:textSize="60sp"
        android:textColor="#669933"/>

</LinearLayout>

dazzling.agsl

cpp 复制代码
uniform shader u_texture;
uniform vec2 u_resolution;

vec4 main(vec2 coords) {
    vec4 tex = u_texture.eval(coords);
    vec2 normUV = coords / u_resolution;
    vec3 color = tex.rgb * vec3(normUV.x, normUV.y, 0.5);
    return vec4(color, 1.0);
}

说明:coords 的值域与 View 的宽高对应,并不是归一化的坐标。

运行效果如下。

3 通过 Canvas 进行渲染

3.1 简单应用

MainActivity.java

java 复制代码
package com.zhyan8.shaderdemo;

import androidx.appcompat.app.AppCompatActivity;

import android.os.Bundle;
import android.view.WindowManager;
import android.widget.LinearLayout;

import com.zhyan8.shaderdemo.graphics.ShaderView;

public class MainActivity extends AppCompatActivity {
    private ShaderView mShaderView;
    private LinearLayout mParentView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        mParentView = findViewById(R.id.parent);
        addView();
        MyRenderer renderer = new MyRenderer(this);
        mShaderView.setRenderer(renderer);
        mShaderView.requestRender(true);
    }

    private void addView() {
        mShaderView = new ShaderView(this);
        WindowManager.LayoutParams lp = new WindowManager.LayoutParams(
                WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY,
                WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE);
        lp.width = WindowManager.LayoutParams.MATCH_PARENT;
        lp.height = WindowManager.LayoutParams.MATCH_PARENT;
        mParentView.addView(mShaderView, lp);
    }
}

ShaderView.java

java 复制代码
package com.zhyan8.shaderdemo.graphics;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.RuntimeShader;
import android.os.Handler;
import android.os.Looper;
import android.view.Choreographer;
import android.view.View;

/**
 * 自定义view, 承载渲染环境作用, 类比GLSurfaceView
 * @author little fat sheep
 */
public class ShaderView extends View {
    private Paint mPaint = new Paint();
    private Renderer mRenderer;
    private float[] mResolution;
    private long mStartTime = 0L;
    private long mRunTime = 0L;
    private Choreographer mChoreographer;
    private Handler mHandler;

    public ShaderView(Context context) {
        super(context);
        mChoreographer = Choreographer.getInstance();
        mHandler = new Handler(Looper.getMainLooper());
    }

    public void setRenderer(Renderer renderer) {
        this.mRenderer = renderer;
        RuntimeShader shader = renderer.onSurfaceCreated();
        mPaint.setShader(shader);
        mStartTime = System.currentTimeMillis();
    }

    public void requestRender() {
        invalidate();
    }

    public void requestRender(long duration) {
        mHandler.post(() -> {
            mChoreographer.postFrameCallback(mFrameCallback);
        });
        mHandler.postDelayed(() -> {
            mChoreographer.removeFrameCallback(mFrameCallback);
        }, duration);
    }

    public void requestRender(boolean continuous) {
        if (continuous) {
            mChoreographer.postFrameCallback(mFrameCallback);
        } else {
            invalidate();
        }
    }

    public void stopRenderer() {
        mChoreographer.removeFrameCallback(mFrameCallback);
    }

    public void stopRenderer(long delay) {
        mHandler.postDelayed(() -> {
            mChoreographer.removeFrameCallback(mFrameCallback);
        }, delay);
    }

    @Override
    public void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mResolution = new float[] { w, h };
        mRenderer.onSurfaceChanged(w, h);
    }

    @Override
    public void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        mRunTime = System.currentTimeMillis() - mStartTime;
        mRenderer.onDrawFrame(mRunTime);
        canvas.drawRect(0f, 0f, mResolution[0], mResolution[1], mPaint);
    }

    private Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {
        @Override
        public void doFrame(long frameTimeNanos) {
            mChoreographer.postFrameCallback(this);
            ShaderView.this.invalidate();
        }
    };

    /**
     * 渲染器接口, 类比GLSurfaceView.Renderer
     * @author little fat sheep
     */
    public interface Renderer {
        RuntimeShader onSurfaceCreated();
        void onSurfaceChanged(int width, int height);
        void onDrawFrame(long runTime);
    }
}

BitmapTexture.java

java 复制代码
package com.zhyan8.shaderdemo.graphics;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapShader;
import android.graphics.RuntimeShader;
import android.graphics.Shader;

import com.zhyan8.shaderdemo.utils.BitmapUtils;

/**
 * Bitmap纹理
 * @author little fat sheep
 */
public class BitmapTexture {
    private BitmapShader mBitmapShader;
    private float[] mSize;

    private BitmapTexture(BitmapShader bitmapShader, float[] size) {
        this.mBitmapShader = bitmapShader;
        this.mSize = size;
    }

    public static BitmapTexture create(Context context, String assetPath) {
        Bitmap bitmap = BitmapUtils.loadBitmapFromAsset(context, assetPath);
        return create(bitmap);
    }

    public static BitmapTexture create(Context context, int rawId) {
        Bitmap bitmap = BitmapUtils.loadBitmapFromRaw(context, rawId);
        return create(bitmap);
    }

    public static BitmapTexture create(Bitmap bitmap) {
        BitmapShader bitmapShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
        float[] size = new float[] { bitmap.getWidth(), bitmap.getHeight() };
        return new BitmapTexture(bitmapShader, size);
    }

    public void bind(RuntimeShader shader, String textureName, String sizeName) {
        shader.setInputShader(textureName, mBitmapShader);
        shader.setFloatUniform(sizeName, mSize);
    }
}

MyRenderer.java

java 复制代码
package com.zhyan8.shaderdemo;

import android.content.Context;
import android.graphics.RuntimeShader;

import com.zhyan8.shaderdemo.graphics.BitmapTexture;
import com.zhyan8.shaderdemo.graphics.ShaderView;
import com.zhyan8.shaderdemo.utils.StringUtils;

public class MyRenderer implements ShaderView.Renderer {
    private Context mContext;
    private RuntimeShader mShader;
    private float[] mResolution;
    private BitmapTexture mBitmapTexture;

    public MyRenderer(Context context) {
        this.mContext = context;
    }

    @Override
    public RuntimeShader onSurfaceCreated() {
        String shaderCode = StringUtils.loadString(mContext, "shaders/jelly.agsl");
        mShader = new RuntimeShader(shaderCode);
        mBitmapTexture = BitmapTexture.create(mContext, "textures/photo.png");
        return mShader;
    }

    @Override
    public void onSurfaceChanged(int width, int height) {
        mResolution = new float[] { width, height };
    }

    @Override
    public void onDrawFrame(long runTime) {
        mBitmapTexture.bind(mShader, "u_texture", "u_textureSize");
        mShader.setFloatUniform("u_resolution", mResolution);
        mShader.setFloatUniform("u_time", runTime / 1000f);
    }
}

jelly.agsl

cpp 复制代码
uniform shader u_texture;
uniform vec2 u_textureSize;
uniform vec2 u_resolution;
uniform float u_time;

vec4 texture(vec2 normUV) { // 纹理采样
    vec2 uv = normUV * u_textureSize;
    return u_texture.eval(uv);
}

vec2 fun(vec2 uv, float aspect) { // 畸变函数
    vec2 center = vec2(0.5, 0.5 / aspect);
    vec2 dire = normalize(uv - center);
    float dist = distance(uv, center);
    vec2 uv1 = uv + sin(dist * 2.2 + u_time * 3.5) * 0.025;
    return uv1;
}

vec4 main(vec2 coords) {
    vec2 normUV = coords / u_resolution;
    float aspect = u_resolution.x / u_resolution.y;
    normUV.y /= aspect;
    vec2 uv = fun(normUV, aspect);
    uv.y *= aspect;
    return texture(uv);
}

运行效果如下。

3.2 二次渲染

本节将对 3.1 节中 MyRenderer 进行修改,使用两个 RuntimeShader 实现二次渲染。

MyRenderer.java

java 复制代码
package com.zhyan8.shaderdemo;

import android.content.Context;
import android.graphics.RuntimeShader;

import com.zhyan8.shaderdemo.graphics.BitmapTexture;
import com.zhyan8.shaderdemo.graphics.ShaderView;
import com.zhyan8.shaderdemo.utils.StringUtils;

public class MyRenderer implements ShaderView.Renderer {
    private Context mContext;
    private RuntimeShader mShader1;
    private RuntimeShader mShader2;
    private float[] mResolution;
    private BitmapTexture mBitmapTexture;

    public MyRenderer(Context context) {
        this.mContext = context;
    }

    @Override
    public RuntimeShader onSurfaceCreated() {
        String shaderCode1 = StringUtils.loadString(mContext, "shaders/dispersion.agsl");
        mShader1 = new RuntimeShader(shaderCode1);
        String shaderCode2 = StringUtils.loadString(mContext, "shaders/jelly.agsl");
        mShader2 = new RuntimeShader(shaderCode2);
        mBitmapTexture = BitmapTexture.create(mContext, "textures/photo.jpg");
        return mShader2;
    }

    @Override
    public void onSurfaceChanged(int width, int height) {
        mResolution = new float[] { width, height };
    }

    @Override
    public void onDrawFrame(long runTime) {
        mBitmapTexture.bind(mShader1, "u_texture", "u_textureSize");
        mShader1.setFloatUniform("u_resolution", mResolution);
        mShader1.setFloatUniform("u_time", runTime / 1000f);

        mShader2.setInputShader("u_texture", mShader1);
        mShader2.setFloatUniform("u_textureSize", mResolution);
        mShader2.setFloatUniform("u_resolution", mResolution);
        mShader2.setFloatUniform("u_time", runTime / 1000f);
    }
}

dispersion.agsl

cpp 复制代码
uniform shader u_texture;
uniform vec2 u_textureSize;
uniform vec2 u_resolution;
uniform float u_time;

vec4 texture(vec2 normUV) { // 纹理采样
    vec2 uv = normUV * u_textureSize;
    return u_texture.eval(uv);
}

vec2 getOffset() { // 偏移函数
    float time = u_time * 1.5;
    vec2 dire = vec2(sin(time), cos(time));
    float strength = sin(u_time * 2.0) * 0.01;
    return dire * strength;
}

vec4 main(vec2 coords) {
    vec2 normUV = coords / u_resolution;
    vec4 color = texture(normUV);
    vec2 offset = getOffset();
    color.r = texture(normUV + offset).r;
    color.b = texture(normUV - offset).b;
    return color;
}

运行效果如下,可以看到叠加了果冻畸变和 RGB 色散效果。

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