EGL
EGL是OpenGL ES和本地窗口系统的接口,不同平台上EGL配置是不一样的,而OpenGL的调用方式是一致的,就是说:OpenGL跨平台就是依赖于EGL接口。
为什么要自己创建EGL环境?
当我们需要把同一个场景渲染到不同的Surface上时,此时系统GLSurfaceView就不能满足需求了,所以我们需要自己创建EGL环境来实现渲染操作。
注意:OpenGL整体是一个状态机,通过改变状态就能改变后续的渲染方式,而EGLContext(EgL上下文)就保存有所有状态,因此可以通过共享EGLContext来实现同一场景渲染到不同的Surface上。
创建自己的EglHelper
1、得到Egl实例:
2、得到默认的显示设备(就是窗口)
3、初始化默认显示设备
4、设置显示设备的属性
5、从系统中获取对应属性的配置
6、创建EglContext,设置版本
7、创建渲染的Surface
8、绑定EglContext和Surface到显示设备中
9、刷新数据,显示渲染场景
public class EglHelper {
EGL10 mEgl;
EGLDisplay mEglDisplay;
EGLContext mEglContext;
EGLSurface mEglSurface;
public void initEgl(Surface surface, EGLContext eglContext){
//1、得到Egl实例
mEgl = (EGL10) EGLContext.getEGL();
//2、得到默认的显示设备(就是窗口)
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
throw new RuntimeException("eglGetDisplay failed");
}
//3、初始化默认显示设备
int[] version = new int[2];
if(!mEgl.eglInitialize(mEglDisplay, version)) {
throw new RuntimeException("eglInitialize failed");
}
//4、设置显示设备的属性
int[] attrbutes = new int[]{
EGL10.EGL_RED_SIZE,8,
EGL10.EGL_GREEN_SIZE,8,
EGL10.EGL_BLUE_SIZE,8,
EGL10.EGL_ALPHA_SIZE,8,
EGL10.EGL_DEPTH_SIZE,8,
EGL10.EGL_STENCIL_SIZE,8,
EGL10.EGL_RENDERABLE_TYPE,4,//写死的
EGL10.EGL_NONE};
int[]num_config = new int[1];
if (!mEgl.eglChooseConfig(mEglDisplay,attrbutes,null,1,num_config)) {
throw new IllegalArgumentException("eglChooseConfig failed");
}
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException(
"No configs match configSpec");
}
//5、从系统中获取对应属性的配置
EGLConfig[] configs = new EGLConfig[numConfigs];
if (!mEgl.eglChooseConfig(mEglDisplay, attrbutes, configs, numConfigs,
num_config)) {
throw new IllegalArgumentException("eglChooseConfig#2 failed");
}
//6、创建EglContext
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION,2 /*mEGLContextClientVersion*/,
EGL10.EGL_NONE };
if (eglContext != null) {
//如果
mEglContext = mEgl.eglCreateContext(mEglDisplay,configs[0],eglContext,attrib_list );
} else {
mEglContext = mEgl.eglCreateContext(mEglDisplay,configs[0],EGL10.EGL_NO_CONTEXT,attrib_list );
}
//7、创建渲染的Surface
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay,configs[0],surface,attrib_list );
//8、绑定EglContext和Surface到显示设备中
if (!mEgl.eglMakeCurrent(mEglDisplay,mEglSurface,mEglSurface,mEglContext)){
throw new RuntimeException("eglMakeCurrent fail");
}
}
//刷新数据
public boolean swapBuffers(){
if (mEgl != null) {
return mEgl.eglSwapBuffers(mEglDisplay,mEglSurface);
} else {
throw new RuntimeException("egl is null");
}
}
public EGLContext getmEglContext() {
return mEglContext;
}
public void destroyEgl(){
if (mEgl != null) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);//解绑
mEgl.eglDestroySurface(mEglDisplay,mEglSurface);
mEglSurface = null;
mEgl.eglDestroyContext(mEglDisplay,mEglContext);
mEglContext = null;
mEgl.eglTerminate(mEglDisplay);
mEglDisplay = null;
mEgl = null;
}
}
}
public class MainActivity extends AppCompatActivity {
private SurfaceView surfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
surfaceView = (SurfaceView)findViewById(R.id.sfv);
surfaceView.getHolder().addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder holder) {
}
@Override
public void surfaceChanged(final SurfaceHolder holder, int format, final int width, final int height) {
new Thread(new Runnable() {
@Override
public void run() {
EglHelper eglHelper = new EglHelper();
eglHelper.initEgl(holder.getSurface(),null);
while (true) {
GLES20.glViewport(0,0,width,height);
//GLES20.glViewport(width / 2,0,width / 2,height);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(1.0f,0.0f,0.0f,0.5f);
eglHelper.swapBuffers();
try {
Thread.sleep(16);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
});
}
}
https://github.com/Xiaoben336/OpenGLESEGL