以下为 Cocos2d-x游戏同时兼容HarmonyOS 4与5的渲染后端切换方案,包含版本检测、动态接口适配和渲染管线切换的核心代码实现:
1. 版本检测与能力查询
1.1 系统版本识别
// version-detector.ets
class HarmonyVersion {
private static readonly MIN_HOS5 = 5000000; // API Level 50+
static isHarmonyOS5(): boolean {
return device.apiLevel >= this.MIN_HOS5;
}
static getGraphicsCapabilities(): GraphicsFeature[] {
return device.graphics.features.filter(feat =>
this.isHarmonyOS5() ? true : feat.supportInHOS4
);
}
}
1.2 特性兼容检查
// feature-checker.ets
class RenderFeatureValidator {
static checkRequiredFeatures(): void {
const required = ['vk1.1', 'astc', 'compute_shaders'];
const missing = required.filter(f =>
!device.graphics.features.includes(f)
);
if (missing.length > 0) {
throw new Error(`缺失必要特性: ${missing.join(',')}`);
}
}
}
2. 动态渲染后端切换
2.1 渲染器工厂
// renderer-factory.ets
class RenderBackendFactory {
static createRenderer(): Renderer {
return HarmonyVersion.isHarmonyOS5() ?
this._createVulkanRenderer() :
this._createGLESRenderer();
}
private static _createVulkanRenderer(): Renderer {
return new VulkanRenderer({
maxFramesInFlight: 2,
enableAsyncCompute: true
});
}
private static _createGLESRenderer(): Renderer {
return new GLESRenderer({
version: '3.2',
extensions: ['EXT_color_buffer_float']
});
}
}
2.2 着色器变体管理
// shader-variant.ets
class ShaderVariantManager {
static getShaderSource(name: string): string {
const baseSource = assets.loadShader(name);
return HarmonyVersion.isHarmonyOS5() ?
`#define VULKAN\n${baseSource}` :
`#define GLES\n${baseSource}`;
}
}
3. 运行时管线切换
3.1 渲染指令转换层
// command-converter.ets
class RenderCommandTranslator {
static convert(command: RenderCommand): BackendCommand {
return HarmonyVersion.isHarmonyOS5() ?
this._toVulkanCommand(command) :
this._toGLESCommand(command);
}
private static _toVulkanCommand(cmd: RenderCommand): VulkanCommand {
return {
type: cmd.type === 'draw' ? 'vkCmdDraw' : 'vkCmdDispatch',
params: cmd.params
};
}
}
3.2 纹理格式适配
// texture-adapter.ets
class TextureFormatAdapter {
static getOptimalFormat(): TextureFormat {
return HarmonyVersion.isHarmonyOS5() ?
'ASTC_4x4' :
'ETC2_RGBA';
}
static convertTexture(texture: Texture): void {
const targetFormat = this.getOptimalFormat();
if (texture.format !== targetFormat) {
texture.recompress(targetFormat);
}
}
}
4. 完整工作流示例
4.1 游戏启动初始化
// game-init.ets
class GraphicsInitializer {
static async init(): Promise<void> {
// 1. 检查系统版本和能力
RenderFeatureValidator.checkRequiredFeatures();
// 2. 创建对应渲染器
const renderer = RenderBackendFactory.createRenderer();
// 3. 转换所有纹理
TextureManager.getAllTextures().forEach(texture =>
TextureFormatAdapter.convertTexture(texture)
);
// 4. 启动渲染循环
renderer.start();
}
}
4.2 帧渲染适配
// render-adapter.ets
class FrameRenderer {
private static renderer?: Renderer;
static render(scene: Scene): void {
if (!this.renderer) {
this.renderer = RenderBackendFactory.createRenderer();
}
const commands = scene.getRenderCommands();
const translated = commands.map(cmd =>
RenderCommandTranslator.convert(cmd)
);
this.renderer.submit(translated);
}
}
5. 关键兼容性指标
| 特性 | HarmonyOS 4支持 | HarmonyOS 5支持 | 降级方案 |
|---|---|---|---|
| Vulkan 1.1 | ❌ | ✅ | 回退到OpenGL ES 3.2 |
| ASTC纹理压缩 | 仅部分设备 | ✅ | 使用ETC2 |
| 计算着色器 | ❌ | ✅ | CPU模拟 |
| 多视图渲染 | ❌ | ✅ | 单通道渲染 |
6. 生产环境配置
6.1 渲染参数预设
// render-presets.json
{
"hos4": {
"graphicsAPI": "gles3",
"textureFormat": "ETC2",
"maxLights": 8,
"shadowQuality": "low"
},
"hos5": {
"graphicsAPI": "vulkan",
"textureFormat": "ASTC",
"maxLights": 32,
"shadowQuality": "high"
}
}
6.2 性能适配策略
// performance-policy.ets
class RenderQualityPolicy {
static getSettings(): RenderSettings {
return HarmonyVersion.isHarmonyOS5() ?
this._hos5Settings() :
this._hos4Settings();
}
private static _hos5Settings(): RenderSettings {
return {
msaa: 4,
particleMax: 5000,
textureQuality: 'high'
};
}
}
7. 扩展能力
7.1 动态功能降级
// feature-fallback.ets
class FeatureFallbackHandler {
static handleUnsupported(feature: string): void {
const fallbacks = {
'ray_query': () => this._fallbackToSDF(),
'mesh_shader': () => this._fallbackToVertexShader()
};
fallbacks[feature]?.();
}
}
7.2 多版本着色器热加载
// shader-hotload.ets
class ShaderHotReloader {
static async reload(name: string): Promise<void> {
const source = ShaderVariantManager.getShaderSource(name);
const program = HarmonyVersion.isHarmonyOS5() ?
await VulkanCompiler.compile(source) :
await GLESCompiler.compile(source);
MaterialManager.updateShader(name, program);
}
}
8. 调试工具集成
8.1 渲染器信息面板
// renderer-debug.ets
@Component
struct RendererInfoView {
@State info: RendererInfo = {};
build() {
Column() {
Text(`渲染后端: ${this.info.backend}`)
Text(`API版本: ${this.info.version}`)
Text(`活动特性: ${this.info.features.join(',')}`)
}
.onRendererInit(info => this.info = info)
}
}
8.2 性能对比工具
// perf-comparator.ets
class RenderPerfComparator {
static compare(): void {
const glPerf = this._testGLESPerformance();
const vkPerf = this._testVulkanPerformance();
console.table({
'平均帧率': [glPerf.fps, vkPerf.fps],
'Draw Calls': [glPerf.drawCalls, vkPerf.drawCalls],
'显存占用': [`${glPerf.vram}MB`, `${vkPerf.vram}MB`]
});
}
}
通过本方案可实现:
- 自动检测 系统版本
- 无缝切换 渲染后端
- 智能降级 高级特性
- 统一接口 兼容多版本