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android+如何封装功能,Android - 如何封装 opengl 流程
阅读量:6902 次
发布时间:2019-06-27

本文共 7862 字,大约阅读时间需要 26 分钟。

我们在 OpenGL绘制一张图片的流程--以android-openGL-canvas为例

里看到,要使用opengl进行绘制,要实现的流程相当地繁琐,那么我们能不能对其进行封装,使绘制更加简单呢?

接下来还是以 android-openGL-canvas 为例子进行说明。

在 OpenGL绘制一张图片的流程--以android-openGL-canvas为例 里面,提到了实现的3个流程,其中第一和第二个流程是初始化的流程,基本上只需要走一遍,所以我们可以考虑将这两个流程进行封装。

封装后的类就是

EglHelper

GLThread

EglHelper

EglHelper封装了 创建 eglContext 和 创建 surface 的功能,主要的实现代码是: public EGLContext start(EGLContext eglContext){

if (GLThread.LOG_EGL) {

Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());

}

/*

* Get an EGL instance

*/

mEgl = (EGL10) EGLContext.getEGL();

/*

* Get to the default display.

*/

mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);

if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {

throw new RuntimeException("eglGetDisplay failed");

}

/*

* We can now initialize EGL for that display

*/

int[] version = new int[2];

if (!mEgl.eglInitialize(mEglDisplay, version)) {

throw new RuntimeException("eglInitialize failed");

}

mEglConfig = eglConfigChooser.chooseConfig(mEgl, mEglDisplay);

/*

* Create an EGL context. We want to do this as rarely as we can, because an

* EGL context is a somewhat heavy object.

*/

mEglContext = eglContextFactory.createContext(mEgl, mEglDisplay, mEglConfig, eglContext);

if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {

mEglContext = null;

throwEglException("createContext");

}

if (GLThread.LOG_EGL) {

Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());

}

mEglSurface = null;

return mEglContext;

}

public boolean createSurface(Object surface){

if (GLThread.LOG_EGL) {

Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId());

}

/*

* Check preconditions.

*/

if (mEgl == null) {

throw new RuntimeException("egl not initialized");

}

if (mEglDisplay == null) {

throw new RuntimeException("eglDisplay not initialized");

}

if (mEglConfig == null) {

throw new RuntimeException("mEglConfig not initialized");

}

/*

* The window size has changed, so we need to create a new

* surface.

*/

destroySurfaceImp();

/*

* Create an EGL surface we can render into.

*/

mEglSurface = eglWindowSurfaceFactory.createWindowSurface(mEgl,

mEglDisplay, mEglConfig, surface);

if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {

int error = mEgl.eglGetError();

if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {

Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");

}

return false;

}

/*

* Before we can issue GL commands, we need to make sure

* the context is current and bound to a surface.

*/

if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {

/*

* Could not make the context current, probably because the underlying

* SurfaceView surface has been destroyed.

*/

logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());

return false;

}

return true;

}复制代码

可以看到两个方法的参数,说明EGLContext 和 surface 可以从外部传入。也就是说,可以和其它线程共享一个EGLContext,这样就可以使用其它线程绑定的texture了。而surface,是绘制的东西的承载者,可以是TextureView的SurfaceTexture,可以是GLSurfaceView的surfaceHolder,可以是MediaCodec的surface(用于录制视频);所以surface的类型是Object。

GLThread

GLThread是一个继承Thread的类,我们可以不在主线程进行绘制。

主要的运行代码如下: while (true) {

synchronized (sGLThreadManager) {

while (true) {

...

mEglContext = mEglHelper.start(mEglContext);

...

sGLThreadManager.wait();

...

}

}

...

mEglHelper.createSurface(mSurface))

...

mRenderer.onSurfaceCreated(gl, mEglHelper.getEglConfig()); // OpenGL第三步流程,绘制流程

...

mRenderer.onSurfaceChanged(gl, w, h); // OpenGL第三步流程,绘制流程

...

mRenderer.onDrawFrame(gl); // OpenGL第三步流程,绘制流程

...

}复制代码

为了支持持续不断地刷新界面,也就是RENDERMODE_CONTINUOUSLY的renderMode模式,需要在这个线程里while(true)无限循环地运行

为了支持需要时才刷新界面,也就是RENDERMODE_WHEN_DIRTY的renderMode模式,需要sGLThreadManager.wait();public void requestRender(){

synchronized (sGLThreadManager) {

mRequestRender = true;

sGLThreadManager.notifyAll();

}

}复制代码

其中synchronized (sGLThreadManager)的部分是用于线程之间通信,外部线程可以停止和恢复这个线程 public void onResume(){

synchronized (sGLThreadManager) {

if (LOG_PAUSE_RESUME) {

Log.i("GLThread", "onResume tid=" + getId());

}

mRequestPaused = false;

mRequestRender = true;

mRenderComplete = false;

sGLThreadManager.notifyAll();

while ((!mExited) && mPaused && (!mRenderComplete)) {

if (LOG_PAUSE_RESUME) {

Log.i("Main thread", "onResume waiting for !mPaused.");

}

try {

sGLThreadManager.wait();

} catch (InterruptedException ex) {

Thread.currentThread().interrupt();

}

}

}

}

public void onPause(){

synchronized (sGLThreadManager) {

if (LOG_PAUSE_RESUME) {

Log.i("GLThread", "onPause tid=" + getId());

}

mRequestPaused = true;

sGLThreadManager.notifyAll();

while ((!mExited) && (!mPaused)) {

if (LOG_PAUSE_RESUME) {

Log.i("Main thread", "onPause waiting for mPaused.");

}

try {

sGLThreadManager.wait();

} catch (InterruptedException ex) {

Thread.currentThread().interrupt();

}

}

}

}复制代码

前文中提及的 EglHelper 和 GLThread 都是由GLSurfaceView里的内部类修改而来的,增加了从外部传入EGLContext和surface等功能,所以此处使用Builder模式,能够定制化地create一个GLThread对象。

```java

public static class Builder { private EGLConfigChooser configChooser;

private EGLContextFactory eglContextFactory;

private EGLWindowSurfaceFactory eglWindowSurfaceFactory;

private GLSurfaceView.Renderer renderer;

private GLWrapper mGLWrapper = null;

private int eglContextClientVersion = 2;

private int debugFlags = 0;

private int renderMode = RENDERMODE_WHEN_DIRTY;

private Object surface;

private EGLContext eglContext = EGL10.EGL_NO_CONTEXT;

public Builder setSurface(Object surface) {

this.surface = surface;

return this;

}复制代码 public Builder setEGLConfigChooser(boolean needDepth){

setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth, eglContextClientVersion));

return this;

}

public Builder setEGLConfigChooser(EGLConfigChooser configChooser){

this.configChooser = configChooser;

return this;

}

public Builder setEGLConfigChooser(int redSize, int greenSize, int blueSize,

int alphaSize, int depthSize, int stencilSize){

setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,

blueSize, alphaSize, depthSize, stencilSize, eglContextClientVersion));

return this;

}

public Builder setEglContextFactory(EGLContextFactory eglContextFactory){

this.eglContextFactory = eglContextFactory;

return this;

}

public Builder setEglWindowSurfaceFactory(EGLWindowSurfaceFactory eglWindowSurfaceFactory){

this.eglWindowSurfaceFactory = eglWindowSurfaceFactory;

return this;

}

public Builder setRenderer(GLSurfaceView.Renderer renderer){

this.renderer = renderer;

return this;

}

public Builder setmGLWrapper(GLWrapper mGLWrapper){

this.mGLWrapper = mGLWrapper;

return this;

}

public Builder setEglContextClientVersion(int eglContextClientVersion){

this.eglContextClientVersion = eglContextClientVersion;

return this;

}

public Builder setDebugFlags(int debugFlags){

this.debugFlags = debugFlags;

return this;

}

public Builder setRenderMode(int renderMode){

this.renderMode = renderMode;

return this;

}

public void setSharedEglContext(@NonNull EGLContext sharedEglContext){

this.eglContext = sharedEglContext;

}

public GLThread createGLThread(){

if (renderer == null) {

throw new NullPointerException("renderer has not been set");

}

if (surface == null && eglWindowSurfaceFactory == null) {

throw new NullPointerException("surface has not been set");

}

if (configChooser == null) {

configChooser = new SimpleEGLConfigChooser(true, eglContextClientVersion);

}

if (eglContextFactory == null) {

eglContextFactory = new DefaultContextFactory(eglContextClientVersion);

}

if (eglWindowSurfaceFactory == null) {

eglWindowSurfaceFactory = new DefaultWindowSurfaceFactory();

}

return new GLThread(configChooser, eglContextFactory, eglWindowSurfaceFactory, renderer, mGLWrapper, debugFlags, renderMode, surface, eglContext);

}

}复制代码

```

主要关注点是configChooser, eglContextFactory, eglWindowSurfaceFactory,这3个变量分别定义了EGLConfig, EGLContext, EGLSurface。

以上就是第一第二步流程地封装。至于第三步流程,其实在 OpenGL绘制一张图片的流程--以android-openGL-canvas为例 里也已经引用了相关代码,总结就是封装成了GLES20Canvas ,有兴趣地可以进去查看。

下一篇文章会讲如何使用封装好的GLThread -- 实现一个代替GLSurfaceView的GLTextureView。

转载地址:http://oxodl.baihongyu.com/

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