This is documentation for the next SDK version. For up-to-date documentation, see the latest version (SDK 55).
Expo GLView
一个提供 GLView 的库,GLView 充当 OpenGL ES 渲染目标并提供 GLContext。适用于渲染 2D 和 3D 图形。
For the complete documentation index, see llms.txt. Use this Use this file to discover all available pages.
expo-gl 提供了一个 View,它充当 OpenGL ES 渲染目标,适用于渲染 2D 和 3D 图形。挂载时,会创建一个 OpenGL ES 上下文。其绘图缓冲区会在每一帧作为 View 的内容呈现出来。
安装
- npx expo install expo-glIf you are installing this in an existing React Native app, make sure to install expo in your project.
用法
import { View } from 'react-native'; import { GLView } from 'expo-gl'; export default function App() { return ( <View style={{ flex: 1, justifyContent: 'center', alignItems: 'center' }}> <GLView style={{ width: 300, height: 300 }} onContextCreate={onContextCreate} /> </View> ); } function onContextCreate(gl) { gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.clearColor(0, 1, 1, 1); // 创建顶点着色器(形状和位置) const vert = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource( vert, ` void main(void) { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_PointSize = 150.0; } ` ); gl.compileShader(vert); // 创建片段着色器(颜色) const frag = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource( frag, ` void main(void) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } ` ); gl.compileShader(frag); // 组合链接成一个程序 const program = gl.createProgram(); gl.attachShader(program, vert); gl.attachShader(program, frag); gl.linkProgram(program); gl.useProgram(program); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, 1); gl.flush(); gl.endFrameEXP(); }
高级 API
由于 WebGL API 相当底层,使用底层的 GLView 来渲染时,借助更高级别的图形 API 会更方便。以下库集成了常见的图形 API:
任何支持 WebGL、并且期望使用 WebGLRenderingContext 的库都可以使用。有时这类库会假设 Web 端的 JavaScript 环境(例如假设存在 document)。通常这只是用于资源加载或事件处理,而主要渲染逻辑仍然只使用纯 WebGL。因此,这些库通常仍可通过一些变通方法使用。上面这些 Expo 特定的集成已经为一些常见库提供了这些变通方法。
与 Reanimated worklet 集成
要在 Reanimated worklet 中使用此 API,你需要将 GL 上下文 ID 传递给 worklet,并像下面的示例一样重新创建 GL 对象。
import { View } from 'react-native'; import { runOnUI } from 'react-native-reanimated'; import { GLView } from 'expo-gl'; function render(gl) { 'worklet'; // 在这里添加你的 WebGL 代码 } function onContextCreate(gl) { runOnUI((contextId: number) => { 'worklet'; const gl = GLView.getWorkletContext(contextId); render(gl); })(gl.contextId); } export default function App() { return ( <View style={{ flex: 1, justifyContent: 'center', alignItems: 'center' }}> <GLView style={{ width: 300, height: 300 }} enableExperimentalWorkletSupport onContextCreate={onContextCreate} /> </View> ); }
如果你想了解如何在 Reanimated 和 Gesture Handler 中使用 expo-gl 的更深入示例,可以查看这个示例。
限制
Worklet 运行时对在其中运行的代码施加了一些限制,因此如果你已经有现成的 WebGL 代码,很可能需要做一些修改才能在 worklet 线程中运行。
- 像 Pixi.js 或 Three.js 这样的第三方库无法在 worklet 中使用,你只能使用在开头添加了
'worklet'的函数。 - 如果你需要加载一些资源传递给 WebGL 代码,需要在主线程中完成,并通过某种引用传递给 worklet。如果你使用的是
expo-assets,你可以直接将由Asset.fromModule返回的资源对象,或通过 hookuseAssets获取的资源对象,传递给runOnUI函数。 - 要实现渲染循环,你需要使用
requestAnimationFrame,像setTimeout这样的 API 不受支持。
更多信息请查看Reanimated 文档。
远程调试与 GLView
在启用远程调试时,此 API 无法按预期工作。React Native 调试器会在你的电脑上运行 JavaScript,而不是在移动设备上。GLView 需要同步的原生调用,而这些在 Chrome 中不受支持。
API
import { GLView } from 'expo-gl';
Component
Type: React.Component<GLViewProps>
A View that acts as an OpenGL ES render target. On mounting, an OpenGL ES context is created. Its drawing buffer is presented as the contents of the View every frame.
boolean • Default: falseEnables support for interacting with a gl object from code running on the Reanimated worklet thread.
number • Default: 4GLView can enable iOS's built-in multisampling.
This prop specifies the number of samples to use. Setting this to 0 turns off multisampling.
(gl: ExpoWebGLRenderingContext) => voidA function that will be called when the OpenGL ES context is created.
The function is passed a single argument gl that extends a WebGLRenderingContext interface.
Static Methods
Imperative API that creates headless context which is devoid of underlying view. It's useful for headless rendering or in case you want to keep just one context per application and share it between multiple components. It is slightly faster than usual context as it doesn't swap framebuffers and doesn't present them on the canvas, however it may require you to take a snapshot in order to present its results. Also, keep in mind that you need to set up a viewport and create your own framebuffer and texture that you will be drawing to, before you take a snapshot.
Promise<ExpoWebGLRenderingContext>A promise that resolves to WebGL context object. See WebGL API for more details.
| Parameter | Type | Description |
|---|---|---|
| exgl(optional) | number | ExpoWebGLRenderingContext | WebGL context to destroy. |
Destroys given context.
Promise<boolean>A promise that resolves to boolean value that is true if given context existed and has been destroyed successfully.
| Parameter | Type | Description |
|---|---|---|
| exgl(optional) | number | ExpoWebGLRenderingContext | WebGL context to take a snapshot from. |
| options(optional) | SnapshotOptions | Default: {} |
Takes a snapshot of the framebuffer and saves it as a file to app's cache directory.
Promise<GLSnapshot>A promise that resolves to GLSnapshot object.
Component Methods
| Parameter | Type |
|---|---|
| options(optional) | SnapshotOptions |
Same as static takeSnapshotAsync(),
but uses WebGL context that is associated with the view on which the method is called.
Promise<GLSnapshot>Methods
Interfaces
Extends: WebGL2RenderingContext
| Property | Type | Description |
|---|---|---|
| contextId | number | - |
Types
Literal Type: union
Acceptable values are: null | number | Component<any, any> | ComponentClass<any>
| Property | Type | Description |
|---|---|---|
| height | number | Height of the snapshot. |
| localUri | string | Synonym for |
| uri | string | Blob | null | URI to the snapshot. |
| width | number | Width of the snapshot. |
| Property | Type | Description |
|---|---|---|
| compress(optional) | number | A value in range Default: 1.0 |
| flip(optional) | boolean | Whether to flip the snapshot vertically. Default: false |
| format(optional) | 'jpeg' | 'png' | 'webp' | Specifies what type of compression should be used and what is the result file extension. PNG compression is lossless but slower, JPEG is faster but the image has visible artifacts.
Default: 'jpeg' |
| framebuffer(optional) | WebGLFramebuffer | Specify the framebuffer that we will be reading from. Defaults to underlying framebuffer that is presented in the view or the current framebuffer if context is headless. |
| rect(optional) | {
height: number,
width: number,
x: number,
y: number
} | Rect to crop the snapshot. It's passed directly to |
Enums
GLLoggingOption.GET_ERRORS = 2Calls gl.getError() after each other method call and prints an error if any is returned.
This option has a significant impact on the performance as this method is blocking.
GLLoggingOption.RESOLVE_CONSTANTS = 4Resolves parameters of type number to their constant names.
GLLoggingOption.TRUNCATE_STRINGS = 8When this option is enabled, long strings will be truncated. It's useful if your shaders are really big and logging them significantly reduces performance.
WebGL API
组件挂载并且 OpenGL ES 上下文创建完成后,通过 onContextCreate 属性接收的 gl 对象就会成为 OpenGL ES 上下文的接口,并提供 WebGL API。它类似于 WebGL 2 规范中的 WebGL2RenderingContext。
某些较旧的 Android 设备可能不支持 WebGL2 功能。要检查设备是否支持 WebGL2,建议使用 gl instanceof WebGL2RenderingContext。
还提供了一个额外的方法 gl.endFrameEXP(),它会通知上下文当前帧已准备好呈现。这类似于其他 OpenGL 平台中的“交换缓冲区”API 调用。
以下 WebGL2RenderingContext 方法目前未实现:
getFramebufferAttachmentParameter()getRenderbufferParameter()compressedTexImage2D()compressedTexSubImage2D()getTexParameter()getUniform()getVertexAttrib()getVertexAttribOffset()getBufferSubData()getInternalformatParameter()renderbufferStorageMultisample()compressedTexImage3D()compressedTexSubImage3D()fenceSync()isSync()deleteSync()clientWaitSync()waitSync()getSyncParameter()getActiveUniformBlockParameter()
texImage2D() 的 pixels 参数必须是 null、包含像素数据的 ArrayBuffer,或形如 { localUri } 的对象,其中 localUri 是设备文件系统中某个图像的 file:// URI。因此,在调用 .downloadAsync() 并完成后,会使用 Asset 对象来获取资源。
出于效率考虑,当前这些方法的实现不会对其参数执行类型或边界检查。因此,传入无效参数可能会导致原生崩溃。计划在未来的 SDK 版本中更新 API,以进行参数检查。
目前,错误检查的优先级较低,因为引擎通常并不依赖 OpenGL API 来执行参数检查;否则,由底层 OpenGL ES 实现执行的检查通常已经足够。