Reference version

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Expo GLView iconExpo GLView

一个提供 GLView 的库,GLView 可作为 OpenGL ES 渲染目标并提供 GLContext。适用于渲染 2D 和 3D 图形。

Android
iOS
Web
Included in Expo Go
Recommended version:
~57.0.0

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。

安装

Terminal
npx expo install expo-gl

If you are installing this in an existing React Native app, make sure to install expo in your project.

用法

Basic GL usage
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); // 将它们链接成一个程序 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,使用通过底层 GLView 渲染的更高级图形 API 会很有帮助。以下库集成了流行的图形 API:

任何支持 WebGL 且期望使用 WebGLRenderingContext 的库都可以使用。有时这类库会假设运行在 Web 的 JavaScript 环境中(例如假设存在 document)。通常这是用于资源加载或事件处理,而主要的渲染逻辑仍然只使用纯 WebGL。因此,这些库通常仍然可以通过一些变通方法来使用。上面这些针对 Expo 的集成已经为一些流行库包含了相应的变通处理。

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,并像下面的示例那样重新创建 GL 对象。

Reanimated worklet 中的 GL 用法
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> ); }

如果你想查看更多关于如何将 expo-gl 与 Reanimated 和 Gesture Handler 一起使用的深入示例,可以查看这个示例

限制

Worklet 运行时会对其中运行的代码施加一些限制,因此如果你已有 WebGL 代码,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 内部工作,你只能使用在开头添加了 'worklet' 的函数。
  • 如果你需要加载一些要传递给 WebGL 代码的资源,需要在主线程中完成,并通过某种引用传递给 worklet。如果你正在使用 expo-assets,你可以直接将由 Asset.fromModule 或 hook useAssets 返回的资源对象传递给 runOnUI 函数。
  • 要实现渲染循环,你需要使用 requestAnimationFramesetTimeout 之类的 API 不受支持。

更多信息请查看Reanimated 文档

远程调试和 GLView

启用远程调试时,此 API 无法按预期工作。React Native 调试器在你的电脑上运行 JavaScript,而不是在移动设备上。GLView 需要同步的原生调用,而 Chrome 不支持这些调用。

API

import { GLView } from 'expo-gl';

Component

GLView

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.

GLViewProps

enableExperimentalWorkletSupport

Optional • Type: boolean • Default: false

Enables support for interacting with a gl object from code running on the Reanimated worklet thread.

msaaSamples

Only for:
iOS

Optional • Type: number • Default: 4

GLView can enable iOS's built-in multisampling. This prop specifies the number of samples to use. Setting this to 0 turns off multisampling.

onContextCreate

Type: (gl: ExpoWebGLRenderingContext) => void

A 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.

Inherited props

Static methods

createContextAsync()

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.

A promise that resolves to WebGL context object. See WebGL API for more details.

destroyContextAsync(exgl)

ParameterTypeDescription
exgl(optional)number | ExpoWebGLRenderingContext

WebGL context to destroy.


Destroys given context.

Returns:
Promise<boolean>

A promise that resolves to boolean value that is true if given context existed and has been destroyed successfully.

takeSnapshotAsync(exgl, options)

ParameterTypeDescription
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.

A promise that resolves to GLSnapshot object.

Component methods

createCameraTextureAsync(cameraRefOrHandle)

ParameterType
cameraRefOrHandleComponentOrHandle

destroyObjectAsync(glObject)

ParameterType
glObjectWebGLObject

Returns:
Promise<boolean>

takeSnapshotAsync(options)

ParameterType
options(optional)SnapshotOptions

Same as static takeSnapshotAsync(), but uses WebGL context that is associated with the view on which the method is called.

Methods

GLView.getWorkletContext(contextId)

ParameterType
contextIdnumber

Returns:
ExpoWebGLRenderingContext | undefined

Interfaces

ExpoWebGLRenderingContext

Extends: WebGL2RenderingContext

PropertyTypeDescription
contextIdnumber
-

ExpoWebGLRenderingContext Methods

__expoSetLogging(option)

ParameterType
optionGLLoggingOption

Returns:
void

_expo_texImage2D(...props)

ParameterType
...propsany[]

Returns:
void

_expo_texSubImage2D(...props)

ParameterType
...propsany[]

Returns:
void

endFrameEXP()

Returns:
void

flushEXP()

Returns:
void

Types

ComponentOrHandle

Literal type: union

Acceptable values are: null | number | Component<any, any> | ComponentClass<any>

GLSnapshot

PropertyTypeDescription
heightnumber

Height of the snapshot.

localUristring

Synonym for uri. Makes snapshot object compatible with texImage2D.

uristring | Blob | null

URI to the snapshot.

widthnumber

Width of the snapshot.

SnapshotOptions

PropertyTypeDescription
compress(optional)number

A value in range 0 to 1.0 specifying compression level of the result image. 1.0 means no compression and 0 the highest compression.

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 glReadPixels.

SurfaceCreateEvent

PropertyTypeDescription
nativeEvent{ exglCtxId: number }
-

WebGLObject

PropertyTypeDescription
idnumber
-

Enums

GLLoggingOption

DISABLED

GLLoggingOption.DISABLED = 0

Disables logging entirely.

METHOD_CALLS

GLLoggingOption.METHOD_CALLS = 1

Logs method calls, their parameters and results.

GET_ERRORS

GLLoggingOption.GET_ERRORS = 2

Calls 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.

RESOLVE_CONSTANTS

GLLoggingOption.RESOLVE_CONSTANTS = 4

Resolves parameters of type number to their constant names.

TRUNCATE_STRINGS

GLLoggingOption.TRUNCATE_STRINGS = 8

When this option is enabled, long strings will be truncated. It's useful if your shaders are really big and logging them significantly reduces performance.

ALL

GLLoggingOption.ALL = 15

Enables all other options. It implies GET_ERRORS so be aware of the slowdown.

WebGL API

一旦组件挂载完成并且 OpenGL ES 上下文已创建,通过 onContextCreate 属性接收到的 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

此外,还提供了一个 gl.endFrameEXP() 方法,用于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 方法目前尚未实现:

  • getFramebufferAttachmentParameter()
  • getRenderbufferParameter()
  • compressedTexImage2D()
  • compressedTexSubImage2D()
  • getTexParameter()
  • getUniform()
  • getVertexAttrib()
  • getVertexAttribOffset()
  • getBufferSubData()
  • getInternalformatParameter()
  • renderbufferStorageMultisample()
  • compressedTexImage3D()
  • compressedTexSubImage3D()
  • fenceSync()
  • isSync()
  • deleteSync()
  • clientWaitSync()
  • waitSync()
  • getSyncParameter()
  • getActiveUniformBlockParameter()

texImage2D()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,当对 Asset 对象调用 .downloadAsync() 并且完成后,就会使用该对象来获取资源。

出于效率考虑,目前这些方法的实现不会对其参数进行类型或边界检查。因此,传入无效参数可能会导致原生崩溃。计划在即将发布的 SDK 版本中更新 API,以执行参数检查。

目前,错误检查的优先级较低,因为引擎通常不会依赖 OpenGL API 来进行参数检查;否则,由底层 OpenGL ES 实现执行的检查通常已足够。