TextureView展示OpenGL内容(Demo)


 

        上图的实现,如果是用GLSurfaceView实现,那会相对比较简单,直接在设置的Renderer实现类中实现gl展示即可,但是使用TextureView就没那么方便了,一般TextureView与OpenGL和结合就是相机预览和视频播放了,那如果是一般的gles展示呢? 这就需要重新创建一个GL线程了(相比之下,这种方式是真真不好的,通过实践发现:这种实现方式CPU占用率比GLSurfaceView的CPU占用率还高。再者GLSurfaceView本就对渲染同步、状态控制等做了优化封装),但既然已经做了,就写下来mark一下!

        那这个demo主要有3个类,主要看代码,代码中有注释。

1.GLESTextureView,这个类继承自TextureView,主要是添加了setRenderer和setRenderMode方法,使其用起来像GLSurfaceView一样。

2.GLESTVThread,这是一个线程类,在GLESTextureView的SurfaceTexture准备好之后开启该线程作为一个GL线程(GL的一些操作都要在该线程中去实现)。

3.IGLESRenderer,该类是GL线程流程的接口,该接口的实现可用于GLESTextureView的setRenderer,也可以用于GLSurfaceView中的renderer的方法体实现。

 

package com.dandy.helper.gles;

/**
 * 
 * GLES里用到的用于渲染的一个接口。
 * 如果是GLSurfaceView要用到,则其对应的GLSurfaceView.Renderer可以来调用IGLESRenderer的实现类来实现逻辑
 * 如果是TextureView要用到,则使用自定义的一个线程里调用IGLESRenderer的实现类来做一个类似于GLSurfaceView.Renderer的操作
 * 所以IGLESRenderer中的方法都要在GL线程里运行(TextureView创建一个线程,把它当做一个GL线程)
 * 
* * @author flycatdeng * */ public interface IGLESRenderer { /** *
     * Surface创建好之后
     * 
*/ public void onSurfaceCreated(); /** *
     * 界面大小有更改
     * 
* * @param width * @param height */ public void onSurfaceChanged(int width, int height); /** *
     * 绘制每一帧
     * 
*/ public void onDrawFrame(); /** *
     * Activity的onResume时的操作
     * 
*/ public void onResume(); /** *
     * Activity的onPause时的操作
     * 
*/ public void onPause(); /** *
     * Activity的onDestroy时的操作
     * 
*/ public void onDestroy(); }

 

package com.dandy.module.gles.textureview;

import android.content.Context;
import android.graphics.SurfaceTexture;
import android.util.AttributeSet;
import android.view.TextureView;

import com.dandy.helper.gles.IGLESRenderer;

/**
 * 
 * 一个类似于GLSurfaceView的TextureView,用于显示opengl
 *  {@link #setRenderer(IGLESRenderer)}类似于GLSurfaceView的setRenderer(Renderer)
 *  {{@link #setRenderMode(int)}类似于GLSurfaceView的setRenderMode(int)
 *  详细调用可模仿com.dandy.gldemo.glestextureview.DemoGlesTextureView
 *  没事可看参照1或者参照2
 * 
* * @author flycatdeng * */ public class GLESTextureView extends TextureView implements TextureView.SurfaceTextureListener { public final static int RENDERMODE_WHEN_DIRTY = 0; public final static int RENDERMODE_CONTINUOUSLY = 1; private GLESTVThread mGLThread; private IGLESRenderer mRenderer; private int mRendererMode = RENDERMODE_CONTINUOUSLY; public GLESTextureView(Context context) { super(context); init(context); } public GLESTextureView(Context context, AttributeSet attrs) { super(context, attrs); init(context); } /** *
     * 类似于GLSurfaceView的setRenderer
     * 
*/ public void setRenderer(IGLESRenderer renderer) { mRenderer = renderer; } /** *
     * 类似于GLSurfaceView的setRenderMode
     * 渲染模式,是循环刷新,还是请求的时候刷新
     * 
*/ public void setRenderMode(int mode) { mRendererMode = mode; } /** * Request that the renderer render a frame. This method is typically used when the render mode has been set to {@link #RENDERMODE_WHEN_DIRTY}, so * that frames are only rendered on demand. May be called from any thread. Must not be called before a renderer has been set. */ public void requestRender() { if (mRendererMode != RENDERMODE_WHEN_DIRTY) { return; } mGLThread.requestRender(); } private void init(Context context) { setSurfaceTextureListener(this); } @Override public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) { mGLThread = new GLESTVThread(surface, mRenderer);// 创建一个线程,作为GL线程 mGLThread.setRenderMode(mRendererMode); mGLThread.start(); mGLThread.onSurfaceChanged(width, height); } @Override public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) { return false; } @Override public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) { mGLThread.onSurfaceChanged(width, height); } @Override public void onSurfaceTextureUpdated(SurfaceTexture surface) { } public void onResume() { if (mGLThread != null) { mGLThread.onResume(); } } public void onPause() { if (mGLThread != null) { mGLThread.onPause(); } } public void onDestroy() { if (mGLThread != null) { mGLThread.onDestroy(); } } }

 

package com.dandy.module.gles.textureview;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;

import android.graphics.SurfaceTexture;
import android.opengl.GLUtils;

import com.dandy.helper.android.LogHelper;
import com.dandy.helper.gles.IGLESRenderer;
import com.dandy.helper.java.PendingThreadAider;

/**
 * 
 * TextureView中要用的GLThread
 * 一个很好的EGL相关学习参考
 * 一般在Android中使用OpenGL ES,总是会从GLSurfaceView和Renderer开始,只需要提供一个合适的SurfaceHolder,就可以完成整个环境初始化,并进行绘制。
 * GLSurfaceView和Renderer事实上只是在本文描述的基础上封装了一些便利的功能,便于开发者开发,比如渲染同步、状态控制、主(渲染)循环等
 * 
* * @author flycatdeng */ class GLESTVThread extends Thread { private static final String TAG = "GLESTVThread"; private SurfaceTexture mSurfaceTexture; private EGL10 mEgl; private EGLDisplay mEglDisplay = EGL10.EGL_NO_DISPLAY;// 显示设备 private EGLSurface mEglSurface = EGL10.EGL_NO_SURFACE; private EGLContext mEglContext = EGL10.EGL_NO_CONTEXT; // private GL mGL; private static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098; private static final int EGL_OPENGL_ES2_BIT = 4; private IGLESRenderer mRenderer; private PendingThreadAider mPendingThreadAider = new PendingThreadAider(); private boolean mNeedRenderring = true; private Object LOCK = new Object(); private boolean mIsPaused = false; public GLESTVThread(SurfaceTexture surface, IGLESRenderer renderer) { mSurfaceTexture = surface; mRenderer = renderer; } @Override public void run() { LogHelper.d(TAG, LogHelper.getThreadName()); initGLESContext(); mRenderer.onSurfaceCreated(); while (mNeedRenderring) { mPendingThreadAider.runPendings();// 执行未执行的,或要执行的事件。(后期可以开放以便模仿GLSurfaceView的queueEvent(Runnable r)) mRenderer.onDrawFrame();// 绘制 // 一帧完成之后,调用eglSwapBuffers(EGLDisplay dpy, EGLContext ctx)来显示 mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);// 这一句不能少啊,少了就GG了,一片空白 // 1.凡是onPause都要停止,2.如果是onResume的状态,如果是循环刷新则会继续下一次循环,否则会暂停等待调用requestRender() if (mIsPaused) { pauseWhile(); } else if (mRendererMode == GLESTextureView.RENDERMODE_WHEN_DIRTY) { pauseWhile(); } } destoryGLESContext(); } private void initGLESContext() { LogHelper.d(TAG, LogHelper.getThreadName()); mEgl = (EGL10) EGLContext.getEGL(); mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);// 获取显示设备 if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetdisplay failed : " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } int[] version = new int[2]; if (!mEgl.eglInitialize(mEglDisplay, version)) {// //version中存放EGL 版本号,int[0]为主版本号,int[1]为子版本号 throw new RuntimeException("eglInitialize failed : " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } // 构造需要的特性列表 int[] configAttribs = { // EGL10.EGL_BUFFER_SIZE, 32,// EGL10.EGL_ALPHA_SIZE, 8, // 指定Alpha大小,以下四项实际上指定了像素格式 EGL10.EGL_BLUE_SIZE, 8, // 指定B大小 EGL10.EGL_GREEN_SIZE, 8,// 指定G大小 EGL10.EGL_RED_SIZE, 8,// 指定RGB中的R大小(bits) EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,// 指定渲染api类别,这里或者是硬编码的4,或者是EGL14.EGL_OPENGL_ES2_BIT EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT, EGL10.EGL_NONE// 总是以EGL10.EGL_NONE结尾 }; int[] numConfigs = new int[1]; EGLConfig[] configs = new EGLConfig[1]; // eglChooseConfig(display, attributes, configs, num, configNum); // 用于获取满足attributes的所有config,参数1、2其意明显,参数3用于存放输出的configs,参数4指定最多输出多少个config,参数5由EGL系统写入,表明满足attributes的config一共有多少个 if (!mEgl.eglChooseConfig(mEglDisplay, configAttribs, configs, 1, numConfigs)) {// 获取所有满足attributes的configs,并选择一个 throw new RuntimeException("eglChooseConfig failed : " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } int[] contextAttribs = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE};// attrib_list,目前可用属性只有EGL_CONTEXT_CLIENT_VERSION, 1代表OpenGL ES 1.x, // 2代表2.0。同样在Android4.2之前,没有EGL_CONTEXT_CLIENT_VERSION这个属性,只能使用硬编码0x3098代替 mEglContext = mEgl.eglCreateContext(mEglDisplay, configs[0], EGL10.EGL_NO_CONTEXT, // share_context,是否有context共享,共享的contxt之间亦共享所有数据。EGL_NO_CONTEXT代表不共享 contextAttribs);// 创建context mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, configs[0], mSurfaceTexture,// 负责对Android Surface的管理 null// Surface属性 );// 获取显存,create a new EGL window surface if (mEglSurface == EGL10.EGL_NO_SURFACE || mEglContext == EGL10.EGL_NO_CONTEXT) { int error = mEgl.eglGetError(); if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { throw new RuntimeException("eglCreateWindowSurface returned EGL_BAD_NATIVE_WINDOW. "); } throw new RuntimeException("eglCreateWindowSurface failed : " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {// 设置为当前的渲染环境 throw new RuntimeException("eglMakeCurrent failed : " + GLUtils.getEGLErrorString(mEgl.eglGetError())); } // mGL = mEglContext.getGL(); } private void pauseWhile() { synchronized (LOCK) { try { LOCK.wait(); } catch (InterruptedException e) { e.printStackTrace(); } } } private void destoryGLESContext() { LogHelper.d(TAG, LogHelper.getThreadName()); mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); mEglContext = EGL10.EGL_NO_CONTEXT; mEglSurface = EGL10.EGL_NO_SURFACE; } public void onPause() { mRenderer.onPause(); mIsPaused = true; } public void onResume() { mRenderer.onResume(); mIsPaused = false; requestRender(); } public void onSurfaceChanged(final int width, final int height) { mPendingThreadAider.addToPending(new Runnable() {// 在GL线程中执行 @Override public void run() { mRenderer.onSurfaceChanged(width, height); } }); } private int mRendererMode = GLESTextureView.RENDERMODE_CONTINUOUSLY; public void setRenderMode(int mode) { mRendererMode = mode; } public void requestRender() { synchronized (LOCK) { LOCK.notifyAll(); } } public void onDestroy() { mNeedRenderring = false; mRenderer.onDestroy(); destoryGLESContext(); } }

 

demo:https://github.com/flycatdeng/GLTextureViewDemo

 

一个Activity里两个GLSurfaceView无法同时渲染,所以如果要分多个区渲染的话,这个TextureView倒也可以去用用

http://stackoverflow.com/questions/4991095/how-can-i-use-multiple-glsurfaceview-components-in-the-same-layout

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