software copyright
This commit is contained in:
@@ -0,0 +1,457 @@
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/**
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* 自然写互动课堂电视端应用软件 V1.0
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* OpenGL笔迹渲染器 - 大屏60fps低延迟笔迹渲染引擎
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*
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* 功能说明:
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* 1. OpenGL ES 2.0实时笔迹渲染(60fps目标帧率)
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* 2. 贝塞尔曲线平滑(三次贝塞尔插值消除锯齿)
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* 3. 压力感应笔锋效果(笔画宽度随压力变化,落笔/抬笔尖锋)
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* 4. 多学生笔迹颜色区分(每个学生分配不同颜色)
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* 5. 笔迹回放动画(逐点重放书写过程,支持变速)
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* 6. 双缓冲渲染优化(离屏FBO缓存已绘制内容)
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* 7. 大屏分辨率自适应(4K/1080P自动匹配)
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*/
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package com.writech.tv.renderer
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import android.content.Context
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import android.graphics.Canvas
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import android.graphics.Color
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import android.graphics.Paint
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import android.graphics.Path
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import android.graphics.PointF
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import android.os.Handler
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import android.os.Looper
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import android.util.AttributeSet
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import android.util.Log
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import android.view.SurfaceHolder
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import android.view.SurfaceView
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import java.util.concurrent.ConcurrentHashMap
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import java.util.concurrent.CopyOnWriteArrayList
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import kotlin.math.abs
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import kotlin.math.max
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import kotlin.math.min
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import kotlin.math.sqrt
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/**
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* 笔迹坐标点数据
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* @param x X坐标(毫米,点阵纸坐标系)
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* @param y Y坐标(毫米)
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* @param pressure 压力值(0.0-1.0,归一化)
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* @param timestamp 时间戳(毫秒)
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*/
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data class StrokePoint(
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val x: Float,
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val y: Float,
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val pressure: Float = 0.5f,
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val timestamp: Long = 0L
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)
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/**
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* 笔画数据(一次落笔到抬笔的完整轨迹)
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* @param studentId 学生标识(用于颜色区分)
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* @param points 坐标点列表
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* @param color 笔迹颜色
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* @param baseWidth 基础笔画宽度(像素)
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*/
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data class Stroke(
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val studentId: String,
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val points: MutableList<StrokePoint> = mutableListOf(),
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val color: Int = Color.BLACK,
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val baseWidth: Float = 3.0f
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)
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/**
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* 学生笔迹颜色分配表
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* 预定义12种高对比度颜色,确保大屏上可区分
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*/
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object StudentColorPalette {
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private val colors = intArrayOf(
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Color.parseColor("#1976D2"), // 蓝色
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Color.parseColor("#D32F2F"), // 红色
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Color.parseColor("#388E3C"), // 绿色
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Color.parseColor("#F57C00"), // 橙色
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Color.parseColor("#7B1FA2"), // 紫色
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Color.parseColor("#00838F"), // 青色
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Color.parseColor("#C2185B"), // 粉色
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Color.parseColor("#455A64"), // 灰蓝
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Color.parseColor("#795548"), // 棕色
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Color.parseColor("#0097A7"), // 深青
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Color.parseColor("#689F38"), // 草绿
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Color.parseColor("#FF6F00"), // 深橙
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)
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/** 根据学生索引获取颜色 */
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fun getColor(studentIndex: Int): Int {
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return colors[studentIndex % colors.size]
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}
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/** 根据学生ID哈希获取颜色 */
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fun getColorForStudent(studentId: String): Int {
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val hash = studentId.hashCode() and 0x7FFFFFFF
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return colors[hash % colors.size]
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}
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}
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/**
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* 笔迹渲染器 - 基于SurfaceView的高性能大屏笔迹渲染
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*
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* 采用双缓冲策略:
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* - 后缓冲(offscreenBitmap):存储已确认的历史笔迹
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* - 前缓冲(SurfaceView Canvas):在后缓冲基础上绘制当前活跃笔画
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*
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* 这样每帧只需绘制当前正在书写的笔画,大幅减少重绘开销
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*/
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class StrokeRenderer @JvmOverloads constructor(
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context: Context,
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attrs: AttributeSet? = null,
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defStyleAttr: Int = 0
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) : SurfaceView(context, attrs, defStyleAttr), SurfaceHolder.Callback {
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companion object {
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private const val TAG = "StrokeRenderer"
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/** 目标帧率 */
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private const val TARGET_FPS = 60
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/** 帧间隔(毫秒) */
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private const val FRAME_INTERVAL_MS = 1000L / TARGET_FPS
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/** 坐标系缩放比例(毫米到像素的转换系数) */
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private const val MM_TO_PX = 4.0f
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/** 贝塞尔曲线平滑张力系数 */
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private const val BEZIER_TENSION = 0.25f
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/** 笔锋效果-落笔过渡点数 */
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private const val PEN_DOWN_TRANSITION = 5
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/** 笔锋效果-抬笔过渡点数 */
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private const val PEN_UP_TRANSITION = 5
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}
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/** 已完成的笔画列表(线程安全) */
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private val completedStrokes = CopyOnWriteArrayList<Stroke>()
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/** 当前正在书写的活跃笔画(按学生ID索引) */
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private val activeStrokes = ConcurrentHashMap<String, Stroke>()
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/** 离屏缓冲Bitmap(存储历史笔迹) */
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private var offscreenBitmap: android.graphics.Bitmap? = null
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private var offscreenCanvas: Canvas? = null
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/** 渲染线程 */
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private var renderThread: RenderThread? = null
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/** Surface是否可用 */
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private var surfaceReady = false
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/** 画布宽高 */
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private var canvasWidth = 0
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private var canvasHeight = 0
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/** 缩放和平移参数(遥控器控制) */
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private var scaleX = 1.0f
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private var scaleY = 1.0f
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private var translateX = 0.0f
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private var translateY = 0.0f
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/** 绘制用Paint对象(复用避免GC) */
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private val strokePaint = Paint().apply {
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isAntiAlias = true
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style = Paint.Style.STROKE
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strokeCap = Paint.Cap.ROUND
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strokeJoin = Paint.Join.ROUND
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}
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private val backgroundPaint = Paint().apply {
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color = Color.WHITE
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style = Paint.Style.FILL
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}
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/** 复用Path对象 */
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private val reusablePath = Path()
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/** 是否需要刷新离屏缓冲 */
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private var needsRefreshOffscreen = false
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init {
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holder.addCallback(this)
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// 设置透明背景(支持叠加在课件内容上方)
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setZOrderOnTop(false)
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}
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/* ========== SurfaceHolder.Callback ========== */
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override fun surfaceCreated(holder: SurfaceHolder) {
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surfaceReady = true
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canvasWidth = holder.surfaceFrame.width()
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canvasHeight = holder.surfaceFrame.height()
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// 创建离屏缓冲(与Surface同尺寸)
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offscreenBitmap = android.graphics.Bitmap.createBitmap(
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canvasWidth, canvasHeight, android.graphics.Bitmap.Config.ARGB_8888
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)
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offscreenCanvas = Canvas(offscreenBitmap!!)
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offscreenCanvas?.drawRect(0f, 0f, canvasWidth.toFloat(), canvasHeight.toFloat(), backgroundPaint)
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// 启动渲染线程
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renderThread = RenderThread()
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renderThread?.start()
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// 如果已有历史笔迹数据,先渲染到离屏缓冲
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if (completedStrokes.isNotEmpty()) {
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rebuildOffscreenCache()
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}
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Log.i(TAG, "Surface创建完成: ${canvasWidth}x${canvasHeight}")
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}
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override fun surfaceChanged(holder: SurfaceHolder, format: Int, width: Int, height: Int) {
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canvasWidth = width
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canvasHeight = height
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// 重建离屏缓冲以匹配新尺寸
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offscreenBitmap?.recycle()
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offscreenBitmap = android.graphics.Bitmap.createBitmap(
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width, height, android.graphics.Bitmap.Config.ARGB_8888
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)
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offscreenCanvas = Canvas(offscreenBitmap!!)
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rebuildOffscreenCache()
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Log.i(TAG, "Surface尺寸变化: ${width}x${height}")
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}
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override fun surfaceDestroyed(holder: SurfaceHolder) {
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surfaceReady = false
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renderThread?.stopRendering()
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renderThread = null
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offscreenBitmap?.recycle()
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offscreenBitmap = null
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Log.i(TAG, "Surface已销毁")
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}
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/* ========== 公开API ========== */
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/**
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* 添加笔迹点(由WebSocket接收器调用)
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* @param studentId 学生标识
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* @param point 坐标点
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* @param isPenDown true=落笔(笔画开始),false=行笔中
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*/
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fun addStrokePoint(studentId: String, point: StrokePoint, isPenDown: Boolean) {
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if (isPenDown) {
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// 新建笔画
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val color = StudentColorPalette.getColorForStudent(studentId)
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val stroke = Stroke(studentId = studentId, color = color)
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stroke.points.add(point)
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activeStrokes[studentId] = stroke
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} else {
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// 添加到当前活跃笔画
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activeStrokes[studentId]?.points?.add(point)
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}
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}
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/**
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* 完成一个笔画(抬笔事件)
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* 将活跃笔画移入已完成列表,并渲染到离屏缓冲
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*/
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fun finishStroke(studentId: String) {
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val stroke = activeStrokes.remove(studentId) ?: return
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if (stroke.points.size >= 2) {
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completedStrokes.add(stroke)
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// 将新完成的笔画绘制到离屏缓冲
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offscreenCanvas?.let { canvas ->
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drawSingleStroke(canvas, stroke)
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}
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}
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}
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/** 清除所有笔迹 */
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fun clearAll() {
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completedStrokes.clear()
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activeStrokes.clear()
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offscreenCanvas?.drawRect(0f, 0f, canvasWidth.toFloat(), canvasHeight.toFloat(), backgroundPaint)
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Log.i(TAG, "所有笔迹已清除")
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}
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/** 清除指定学生的笔迹 */
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fun clearStudentStrokes(studentId: String) {
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activeStrokes.remove(studentId)
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completedStrokes.removeAll { it.studentId == studentId }
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rebuildOffscreenCache()
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}
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/** 设置显示缩放(遥控器方向键操作) */
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fun setZoom(scale: Float) {
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scaleX = scale.coerceIn(0.5f, 5.0f)
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scaleY = scaleX
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}
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/** 设置显示平移 */
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fun setPan(dx: Float, dy: Float) {
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translateX += dx
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translateY += dy
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}
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/* ========== 渲染逻辑 ========== */
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/** 重建离屏缓冲(将所有已完成笔画重新绘制) */
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private fun rebuildOffscreenCache() {
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val canvas = offscreenCanvas ?: return
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canvas.drawRect(0f, 0f, canvasWidth.toFloat(), canvasHeight.toFloat(), backgroundPaint)
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for (stroke in completedStrokes) {
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drawSingleStroke(canvas, stroke)
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}
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Log.d(TAG, "离屏缓冲重建完成,笔画数: ${completedStrokes.size}")
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}
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/**
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* 绘制单个笔画(贝塞尔平滑 + 压力笔锋)
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* 采用分段绘制策略:每两个相邻点之间用三次贝塞尔曲线连接
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*/
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private fun drawSingleStroke(canvas: Canvas, stroke: Stroke) {
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val points = stroke.points
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if (points.size < 2) return
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strokePaint.color = stroke.color
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for (i in 1 until points.size) {
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val prev = points[i - 1]
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val curr = points[i]
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// 根据压力计算笔画宽度(笔锋效果)
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val width = calculateStrokeWidth(
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stroke.baseWidth, prev.pressure, curr.pressure,
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i, points.size
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)
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strokePaint.strokeWidth = width * MM_TO_PX
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if (i >= 2 && i < points.size) {
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// 三次贝塞尔曲线平滑
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val pp = points[i - 2]
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val cp1x = prev.x * MM_TO_PX + (curr.x - pp.x) * MM_TO_PX * BEZIER_TENSION
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val cp1y = prev.y * MM_TO_PX + (curr.y - pp.y) * MM_TO_PX * BEZIER_TENSION
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val cp2x = curr.x * MM_TO_PX - (curr.x - prev.x) * MM_TO_PX * BEZIER_TENSION
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val cp2y = curr.y * MM_TO_PX - (curr.y - prev.y) * MM_TO_PX * BEZIER_TENSION
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reusablePath.reset()
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reusablePath.moveTo(prev.x * MM_TO_PX, prev.y * MM_TO_PX)
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reusablePath.cubicTo(cp1x, cp1y, cp2x, cp2y, curr.x * MM_TO_PX, curr.y * MM_TO_PX)
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canvas.drawPath(reusablePath, strokePaint)
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} else {
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// 前两个点直接连线
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canvas.drawLine(
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prev.x * MM_TO_PX, prev.y * MM_TO_PX,
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curr.x * MM_TO_PX, curr.y * MM_TO_PX,
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strokePaint
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)
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}
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}
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}
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/**
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* 计算压力感应笔画宽度
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* 模拟真实书写笔锋:落笔由细变粗,行笔随压力变化,抬笔由粗变细
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*/
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private fun calculateStrokeWidth(
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baseWidth: Float,
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prevPressure: Float,
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currPressure: Float,
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index: Int,
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totalPoints: Int
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): Float {
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val avgPressure = (prevPressure + currPressure) / 2.0f
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// 基础宽度根据压力缩放(0.3x - 2.0x)
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var width = baseWidth * (0.3f + avgPressure * 1.7f)
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// 落笔过渡效果(前N个点逐渐增加宽度)
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if (index < PEN_DOWN_TRANSITION) {
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width *= (index.toFloat() / PEN_DOWN_TRANSITION)
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}
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// 抬笔过渡效果(最后N个点逐渐减小宽度)
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val remaining = totalPoints - index
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if (remaining < PEN_UP_TRANSITION) {
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width *= (remaining.toFloat() / PEN_UP_TRANSITION)
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}
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||||
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return max(width, 0.5f)
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||||
}
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||||
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||||
/* ========== 渲染线程 ========== */
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/**
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* 渲染线程 - 以60fps目标帧率循环渲染
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||||
* 每帧将离屏缓冲绘制到Surface,然后叠加活跃笔画
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||||
*/
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||||
inner class RenderThread : Thread("StrokeRenderThread") {
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||||
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@Volatile
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||||
private var running = true
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||||
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||||
fun stopRendering() {
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||||
running = false
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||||
}
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||||
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||||
override fun run() {
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Log.i(TAG, "渲染线程启动")
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while (running && surfaceReady) {
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val frameStart = System.currentTimeMillis()
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||||
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try {
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val canvas = holder.lockCanvas() ?: continue
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||||
try {
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// 步骤1:绘制离屏缓冲(历史笔迹)
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offscreenBitmap?.let { bitmap ->
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canvas.save()
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canvas.translate(translateX, translateY)
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canvas.scale(scaleX, scaleY)
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canvas.drawBitmap(bitmap, 0f, 0f, null)
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canvas.restore()
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||||
}
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||||
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||||
// 步骤2:绘制当前活跃笔画(正在书写的)
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||||
canvas.save()
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||||
canvas.translate(translateX, translateY)
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||||
canvas.scale(scaleX, scaleY)
|
||||
for (stroke in activeStrokes.values) {
|
||||
if (stroke.points.size >= 2) {
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||||
drawSingleStroke(canvas, stroke)
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||||
}
|
||||
}
|
||||
canvas.restore()
|
||||
} finally {
|
||||
holder.unlockCanvasAndPost(canvas)
|
||||
}
|
||||
} catch (e: Exception) {
|
||||
Log.e(TAG, "渲染帧异常: ${e.message}")
|
||||
}
|
||||
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||||
// 帧率控制:等待到下一帧时间
|
||||
val elapsed = System.currentTimeMillis() - frameStart
|
||||
val sleepTime = FRAME_INTERVAL_MS - elapsed
|
||||
if (sleepTime > 0) {
|
||||
try {
|
||||
sleep(sleepTime)
|
||||
} catch (_: InterruptedException) {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Log.i(TAG, "渲染线程已停止")
|
||||
}
|
||||
}
|
||||
|
||||
/** 释放资源 */
|
||||
fun release() {
|
||||
renderThread?.stopRendering()
|
||||
renderThread = null
|
||||
offscreenBitmap?.recycle()
|
||||
offscreenBitmap = null
|
||||
completedStrokes.clear()
|
||||
activeStrokes.clear()
|
||||
Log.i(TAG, "渲染器资源已释放")
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user