CN105069831B - A kind of method and system based on Hook technical limit spacing OpenGL rendered pictures - Google Patents

A kind of method and system based on Hook technical limit spacing OpenGL rendered pictures Download PDF

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CN105069831B
CN105069831B CN201510451494.XA CN201510451494A CN105069831B CN 105069831 B CN105069831 B CN 105069831B CN 201510451494 A CN201510451494 A CN 201510451494A CN 105069831 B CN105069831 B CN 105069831B
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opengl
frame buffer
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buffer object
functions
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CN105069831A (en
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邹光先
彭召龙
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Guangzhou Aipai Network Technology Co Ltd
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Guangzhou Aipai Network Technology Co Ltd
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Abstract

It is a kind of to realize that Android application obtains the method and system of OpenGL rendered pictures based on Hook technologies, by Hook technologies with the eglSwapBuffers function calls of customized my_eglSwapBuffers functions take over OpenGL application programs, it goes to replace the current frame buffer objects of OpenGL by creating customized frame buffer object, when OpenGL performs Rendering operations, rendering result can be output in customized frame buffer object, and then OpenGL rendered pictures are read out from customized frame buffer object associated Texture.This method has also taken over each function call by Hook technologies with custom function so that during figure is taken, application program it is expected to bind or change self-defined frame buffer object when binding or modification default frame cache object.

Description

A kind of method and system based on Hook technical limit spacing OpenGL rendered pictures
Technical field
The present invention relates to the technologies that a kind of application of Android obtains OpenGL rendered pictures, specifically, are related to one kind and are based on The method of Hook technologies, this method render function tune by Hook technologies with customized function take over OpenGL application programs With, do not changing the original application layer code logic of the application program based on OpenGL and do not influence based on OpenGL should With OpenGL rendered pictures are obtained in the case of programs render effect, belong to Android application field.
Background technology
In computer program design, Hook be it is a kind of by cutted function call or intercept component software between transfer Message or event, to change or increase a kind of skill of the operating system either behavior of application program or other software component Art.The code for handling cutted function calling, event or message is known as " Hook ".
OpenGL (Open Graphics Library) is to define one across programming language, cross-platform programming interface The graphic package interface of the specialty of specification, it is one powerful, calls convenient for three-dimensional image (two-dimentional also can) Underlying graphics storehouse.OpenGL ES (OpenGL for Embedded Systems) are the subsets of OpenGL 3-D graphic API, pin The embedded devices such as mobile phone, PDA and game host are designed.
Android system supports 2D and 3D figures to render function using the standard interface of OpenGL ES, by load vertex, The series of steps such as primitive information, texture, picture are rendered into frame buffer zone, and are eventually displayed on screen.
As Android system is becoming increasingly popular and mobile application constantly increases, increasingly come in Android system More applications based on OpenGL needs to obtain the function of OpenGL rendered pictures.Existing acquisition OpenGL wash with watercolours in Android system The method of dye picture is realized with reference to the source code of the engine based on OpenGL, however, there are some defects, head for this method First, the OpenGL applications that source code is rendered for no OpenGL cannot then be realized with this method, furthermore, due to being based on OpenGL Engine it is various, the mode of realization is also different, it is necessary to do special processing for different engines, and neither one leads to Scheme can be realized, can so development difficulty be caused to increase, and the maintenance cost of code also can be very high.
The content of the invention
In view of problems of the prior art, it is an object of the invention to propose in a kind of Android system independent of OpenGL application source codes obtain OpenGL wash with watercolours independent of the engine specifically based on OpenGL, general method Contaminate picture.
In order to achieve the above object, the present invention proposes the acquisition OpenGL wash with watercolours based on Hook technologies in a kind of Android system The method of picture is contaminated, is included the following steps:
By Hook technologies with customized my_eglSwapBuffers functions take over OpenGL application programs EglSwapBuffers function calls.
By Hook technologies with customized my_glBindFramebuffer functions take over OpenGL application programs GlBindFramebuffer function calls.
It is applied by Hook technologies with customized my_glFramebufferRenderbuffer functions take over OpenGL The glFramebufferRenderbuffer function calls of program.
By Hook technologies with customized my_glFramebufferTexture2D functions take over OpenGL application programs GlFramebufferTexture2D functions.
By Hook technologies with customized my_glGetIntegerv functions take over OpenGL application programs GlGetIntegerv functions.
Customized frame buffer object (Frame Buffer Object) is created, the object is current for replacing OpenGL Frame buffer object, when OpenGL perform Rendering operations when picture can be rendered into the object;Perform my_ During glBindFramebuffer functions, if it is desired to be tied to default frame cache object, can actually be tied to self-defined frame buffer Object;
Customized Texture is created, the color buffer of self-defined frame buffer object is associated with the Texture, so as to Self-defined frame buffer object preserves rendered picture into the Texture;
Customized RenderBuffer is created, the depth that self-defined frame buffer object is associated with the RenderBuffer is delayed Rush area and stencil buffer;
The logic for obtaining rendered picture is performed in my_eglSwapBuffers functions, is comprised the following steps:
Step 1 judges whether customized frame buffer object is had been bound in OpenGL Context, if tied up Surely step 2 is performed, otherwise performs step 5;
The saved OpenGL Context states of step 2, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 3, re-rendered is to default frame cache object;
Step 4 reads image data from self-defined Texture;
Step 5 calls eglSwapBuffers functions;
Step 6 preserves current OpenGL Context states and frame buffer object;
Into OpenGL environment, application program performs OpenGL Rendering operations for step 7, the customized frame buffer object of binding When picture can be rendered into customized frame buffer object.
Method proposed by the invention, when performing my_glBindFramebuffer functions, during figure is taken, if The frame buffer object that application program it is expected to bind acquiescence is then bound self-defined frame buffer object and is arrived into OpenGL Context In OpenGL Context, it is ensured that OpenGL is rendered into picture in self-defined frame buffer object, otherwise calls originally GlBindFramebuffer functions.
Method proposed by the invention, when performing my_glFramebufferRenderbuffer functions, if made by oneself Justice frame buffer object have been bound in OpenGL Context, and be set frame buffer object depth buffer or During the parameter of stencil buffer, with customized RenderBuffer objects associate self-defined frame buffer object depth buffer and Otherwise original glFramebufferRenderbuffer functions are called in stencil buffer.
Method proposed by the invention, when performing my_glFramebufferTexture2D functions, if customized Frame buffer object is had been bound in OpenGL Context, and be set frame buffer object color buffer parameter when, The color buffer of self-defined frame buffer object is associated with customized Texture, is otherwise called originally GlFramebufferTexture2D functions.
Method proposed by the invention, when performing my_glGetIntegerv functions, if customized frame buffer pair As having been bound in OpenGL Context, then the frame buffer object of acquiescence is returned to, otherwise called originally GlGetIntegerv functions.
Further, the present invention devises a kind of realizes that Android application reads OpenGL rendered pictures and is based on Hook technologies System, which is characterized in that including with lower module:
Preprocessing module, the work(of this module include:
1) function is rendered by Hook technology take over OpenGL application programs, including:
With self-defined my_eglSwapBuffers functions take over eglSwapBuffers function calls;
With self-defined my_glBindFramebuffer functions take over glBindFramebuffer function calls;
With self-defined my_glFramebufferRenderbuffer functions take over glFramebufferRenderbuffer Function call;
With self-defined my_glFramebufferTexture2D functions take over glFramebufferTexture2D function tune With;
With self-defined my_glGetIntegerv functions take over glGetIntegerv function calls;
2) customized frame buffer object (Frame Buffer Object) is created, which works as replacing OpenGL Preceding frame buffer object, so that OpenGL is rendered into picture in the frame buffer object;Perform my_glBindFramebuffer During function, if it is desired to be tied to default frame cache object, can actually be tied to self-defined frame buffer object;
3) customized Texture is created, the color buffer of self-defined frame buffer object is associated with the Texture;
4) customized RenderBuffer is created, the depth of self-defined frame buffer object is associated with the RenderBuffer Buffering area and stencil buffer;
Interception module, the function of this module are responsible for processing and take figure logic, comprise the following steps:
The saved OpenGL Context states of step 1, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 2, re-rendered is to default frame cache object;
Step 3 reads image data from self-defined Texture;
Step 4 calls eglSwapBuffers functions;
Step 5 preserves current OpenGL Context states and frame buffer object;
Into OpenGL environment, application program performs OpenGL Rendering operations for step 6, the customized frame buffer object of binding When picture can be rendered into customized frame buffer object;
Using technical solution of the present invention, independent of the source code of OpenGL application programs, OpenGL application journeys are not changed The application-level logic of sequence, the application layer for not changing OpenGL application programs render flow, do not influence the wash with watercolours of OpenGL application programs Effect is contaminated, independent of the engine specifically based on OpenGL, the OpenGL of source code is rendered suitable for no offer OpenGL Application program suitable for the different engines based on OpenGL, provides general OpenGL application programs and obtains rendered picture Solution, reduce development difficulty to greatest extent and reduce maintenance cost as far as possible.
Description of the drawings
The invention will be further described with specific implementation below in conjunction with the accompanying drawings.
Fig. 1 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The flow chart of method.
Fig. 2 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The my_eglSwapBuffers function process charts of method.
Fig. 3 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The my_glBindFramebuffer function process charts of method.
Fig. 4 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The my_glFramebufferRenderbuffer function process charts of method.
Fig. 5 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The my_glFramebufferTexture2D function process charts of method.
Fig. 6 is a kind of disclosed side that Android application reading OpenGL rendered pictures are realized based on Hook technologies The my_glGetIntegerv function process charts of method.
Fig. 7 is disclosed a kind of to be based on what Hook technologies realized that Android application reads OpenGL rendered pictures The preprocessing module flow chart of system.
Fig. 8 is disclosed a kind of to be based on what Hook technologies realized that Android application reads OpenGL rendered pictures The flow chart of the interception module of system.
Specific implementation
Referring to the drawings 1, disclosed one kind is based on Hook technologies and realizes that Android application reads OpenGL and renders picture The method in face, including below scheme:
Step 1 performs Hook operations, and function is rendered with custom function take over OpenGL application programs, including:
With my_eglSwapBuffers function take over eglSwapBuffers function calls;
With my_glBindFramebuffer function take over glBindFramebuffer function calls;
With my_glFramebufferRenderbuffer function take over glFramebufferRenderbuffer function tune With;
With my_glFramebufferTexture2D function take over glFramebufferTexture2D function calls;
With my_glGetIntegerv function take over glGetIntegerv function calls.
Step 2 creates self-defined frame buffer object, which is used to replace the current frame buffer objects of OpenGL, so as to OpenGL is rendered into picture in the frame buffer object;
Step 3 creates self-defined Texture, which is used to be associated with the color buffer of self-defined frame buffer object Area, so that the picture for being rendered into self-defined frame buffer object can be stored;
Step 4 creates customized RenderBuffer, and self-defined frame buffer pair is associated with the RenderBuffer objects The depth buffer and stencil buffer of elephant;
Step 5 performs my_eglSwapBuffers, is handled in my_eglSwapBuffers functions and takes figure logic, wrapped It includes:Preserve and recover the state of OpenGL Context or frame buffer object, the self-defined frame buffer object of binding to OpenGL In Context, the self-defined associated Texture of frame buffer object of re-rendered is to the frame buffer object of acquiescence and from self-defined Picture data is read in the associated Texture of frame buffer object;
With reference to figure 2, in this method, my_eglSwapBuffers processing takes figure logic, comprises the following steps:
Step 1 judges whether customized frame buffer object is had been bound in OpenGL Context, if tied up Surely step 2 is performed, otherwise performs step 5;
The saved OpenGL Context states of step 2, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 3, re-rendered is to default frame cache object;
Step 4 reads image data from self-defined Texture;
Step 5 calls eglSwapBuffers functions;
Step 6 preserves current OpenGL Context states and frame buffer object;
Into OpenGL environment, application program performs OpenGL Rendering operations for step 7, the customized frame buffer object of binding When picture can be rendered into customized frame buffer object;
With reference to figure 3, in this method, my_glBindFramebuffer function process charts, if application program it is expected The frame buffer object of acquiescence is bound into OpenGL Context, then binds self-defined frame buffer object to OpenGL Context In, it is ensured that OpenGL is rendered into picture in self-defined frame buffer object, otherwise calls original glBindFramebuffer letters Number.
With reference to figure 4, in this method, my_glFramebufferRenderbuffer function process charts, if made by oneself Justice frame buffer object have been bound in OpenGL Context, and be set frame buffer object depth buffer or During the parameter of stencil buffer, with customized RenderBuffer objects associate self-defined frame buffer object depth buffer and Otherwise original glFramebufferRenderbuffer functions are called in stencil buffer.
With reference to figure 5, in this method, my_glFramebufferTexture2D function process charts, if customized Frame buffer object is had been bound in OpenGL Context, and be set frame buffer object color buffer parameter when, The color buffer of self-defined frame buffer object is associated with customized Texture, is otherwise called originally GlFramebufferTexture2D functions.
With reference to figure 6, in this method, my_glGetIntegerv function process charts, if customized frame buffer pair As having been bound in OpenGL Context, the frame buffer object of acquiescence is returned, otherwise calls original glGetIntegerv Function.
With reference to Fig. 7 to Fig. 8, in the present embodiment, a kind of system that OpenGL rendered pictures are read based on Hook technologies is applicable in In Android system, including preprocessing module and interception module.
With reference to figure 7, preprocessing module flow chart, idiographic flow is as follows:
Step 1 renders function by Hook technology take over OpenGL application programs, including:
With self-defined my_eglSwapBuffers functions take over eglSwapBuffers function calls;
With self-defined my_glBindFramebuffer functions take over glBindFramebuffer function calls;
With self-defined my_glFramebufferRenderbuffer functions take over glFramebufferRenderbuffer Function call;
With self-defined my_glFramebufferTexture2D functions take over glFramebufferTexture2D function tune With;
With self-defined my_glGetIntegerv functions take over glGetIntegerv function calls;
Step 2 creates customized frame buffer object (Frame Buffer Object), which is used for replacing Frame buffer object current OpenGL, so that OpenGL is rendered into picture in the frame buffer object;
Step 3 creates customized Texture;
Step 4, the color buffer that self-defined frame buffer object is associated with customized Texture;
Step 5, customized RenderBuffer objects are created;
Step 6, the depth buffer that self-defined frame buffer object is associated with self-defined RenderBuffer objects;
Step 7, the stencil buffer that self-defined frame buffer object is associated with self-defined RenderBuffer objects.
With reference to figure 8, interception module flow chart comprises the following steps:
The saved OpenGL Context states of step 1, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 2, re-rendered is to default frame cache object;
Step 3 reads image data from self-defined Texture;
Step 4 calls eglSwapBuffers functions;
Step 5 preserves current OpenGL Context states and frame buffer object;
Into OpenGL environment, application program performs OpenGL Rendering operations for step 6, the customized frame buffer object of binding When picture can be rendered into customized frame buffer object;
The above is only the preferred embodiment of the present invention, it is noted that for the ordinary skill people of the art For member, without departing from the technical principles of the invention, several improvement and replacement can also be made, these improve and replace Also it should be regarded as protection scope of the present invention.

Claims (8)

1. a kind of method of the acquisition OpenGL rendered pictures based on Hook technologies, suitable for Android system, which is characterized in that Include the following steps:
Hook operations are performed, with the OpenGL functions of custom function take over application program, including:
With self-defined my_eglSwapBuffers functions take over eglSwapBuffers function calls;
With self-defined my_glBindFramebuffer functions take over glBindFramebuffer function calls;
With self-defined my_glFramebufferRenderbuffer functions take over glFramebufferRenderbuffer functions It calls;
With self-defined my_glFramebufferTexture2D functions take over glFramebufferTexture2D function calls;
With self-defined my_glGetIntegerv functions take over glGetIntegerv function calls;
Self-defined frame buffer object is created, the object is for replacing the current frame buffer objects of OpenGL, so that OpenGL is picture Face is rendered into the frame buffer object;When performing my_glBindFramebuffer functions, if it is desired to be tied to default frame and delay Object is deposited, can actually be tied to self-defined frame buffer object;
Self-defined Texture is created, which is used to be associated with the color buffer of self-defined frame buffer object, so as to energy Storage is rendered into the picture of self-defined frame buffer object;
Customized RenderBuffer is created, the depth that self-defined frame buffer object is associated with the RenderBuffer objects is delayed Rush area and stencil buffer;
My_eglSwapBuffers is performed, is handled in my_eglSwapBuffers functions and takes figure logic, including:It preserves and extensive The state or frame buffer object of multiple OpenGL Context, the self-defined frame buffer object of binding into OpenGL Context, again The self-defined associated Texture of frame buffer object is rendered to close to the frame buffer object of acquiescence and from self-defined frame buffer object Picture data is read in the Texture of connection.
2. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that The logic for obtaining rendered picture is performed in my_eglSwapBuffers functions, is comprised the following steps:
Step 1 judges whether customized frame buffer object is had been bound in OpenGL Context, is held if bound Otherwise row step 2 performs step 5;
The saved OpenGL Context states of step 2, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 3, re-rendered is to default frame cache object;
Step 4 reads image data from self-defined Texture;
Step 5 calls eglSwapBuffers functions;
Step 6 preserves current OpenGL Context states and frame buffer object;
Step 7, the customized frame buffer object of binding are into OpenGL environment, meeting when application program performs OpenGL Rendering operations Picture is rendered into customized frame buffer object.
3. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that When performing my_glFramebufferRenderbuffer functions, if customized frame buffer object has been bound to OpenGL In Context, and it is when the depth buffer of frame buffer object or stencil buffer parameter are set, use is customized RenderBuffer objects associate the depth buffer and stencil buffer of self-defined frame buffer object.
4. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that When performing my_glFramebufferTexture2D functions, if customized frame buffer object has been bound to OpenGL In Context, and it is when the color buffer parameter of frame buffer object is set, is associated with customized Texture self-defined The color buffer of frame buffer object.
5. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that When performing my_glGetIntegerv functions, if customized frame buffer object is had been bound in OpenGL Context, Return to the frame buffer object of acquiescence.
6. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that Application program calls my_eglSwapBuffers functions after having drawn each frame picture, in my_eglSwapBuffers functions The image rendering of customized Texture to default frame cache object, and call former eglSwapBuffers that default frame is delayed It deposits object and is rendered into native window so as to fulfill showing on the screen.
7. a kind of method of acquisition OpenGL rendered pictures based on Hook technologies as described in claim 1, which is characterized in that Independent of the source code of OpenGL application programs, do not change the application-level logic of OpenGL application programs, do not change OpenGL The application layer of application program renders flow, does not influence the rendering effect of OpenGL application programs, independent of being specifically based on The engine of OpenGL renders the OpenGL application programs of source code suitable for no offer OpenGL, suitable for it is different based on The engine of OpenGL provides the solution that general OpenGL application programs obtain rendered picture, reduces to greatest extent Development difficulty and maintenance cost is reduced as far as possible.
A kind of 8. system based on Hook technical limit spacing OpenGL rendered pictures, suitable for Android system, which is characterized in that bag It includes with lower module:
Preprocessing module, the function of this module include:
1) function is rendered by Hook technology take over OpenGL application programs, including:
With self-defined my_eglSwapBuffers functions take over eglSwapBuffers function calls;
With self-defined my_glBindFramebuffer functions take over glBindFramebuffer function calls;
With self-defined my_glFramebufferRenderbuffer functions take over glFramebufferRenderbuffer functions It calls;
With self-defined my_glFramebufferTexture2D functions take over glFramebufferTexture2D function calls;
With self-defined my_glGetIntegerv functions take over glGetIntegerv function calls;
2) customized frame buffer object (Frame Buffer Object) is created, it is current which is used for replacing OpenGL Frame buffer object, so that OpenGL is rendered into picture in the frame buffer object;Perform my_glBindFramebuffer functions When, if it is desired to default frame cache object is tied to, can actually be tied to self-defined frame buffer object;
3) customized Texture is created, the color buffer of self-defined frame buffer object is associated with the Texture;
4) customized RenderBuffer is created, the depth buffered of self-defined frame buffer object is associated with the RenderBuffer Area and stencil buffer;
Interception module, the function of this module are responsible for processing and take figure logic, comprise the following steps:
The saved OpenGL Context states of step 1, recovery and frame buffer object;
The self-defined associated Texture of frame buffer object of step 2, re-rendered is to default frame cache object;
Step 3 reads image data from self-defined Texture;
Step 4 calls eglSwapBuffers functions;
Step 5 preserves current OpenGL Context states and frame buffer object;
Step 6, the customized frame buffer object of binding are into OpenGL environment, meeting when application program performs OpenGL Rendering operations Picture is rendered into customized frame buffer object.
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