1、准备工作:Android开发IDE——Eclipse,JDK,ADT,CDT,Android-ndk-r10d(这是我的ndk版本,其余版本也可以),这些如果不会配置可以参考我的博客及网上资料。
2、建立一个项目,取名为:ShowImage。
在项目包中新建一个类:GL2JNIView.java,该类用于配置EGL,并添加如下代码:
package com.example.showimage;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.PixelFormat;
import android.graphics.drawable.BitmapDrawable;
import android.opengl.GLSurfaceView;
import android.util.Log;
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.opengles.GL10;
/**
* A simple GLSurfaceView sub-class that demonstrate how to perform
* OpenGL ES 2.0 rendering into a GL Surface.
*一个简单的GLSurfaceView子类,该类论证怎样把一个OpenGL ES 2.0转化成一个GL Surface
*Note the following important details:注意以下详细步骤:
* - The class must use a custom context factory to enable 2.0 rendering.
* 该类必须用一个自定义环境来启动2.0渲染
* See ContextFactory class definition below.
*看一下以下定义的环境工厂类
* - The class must use a custom EGLConfigChooser to be able to select
* an EGLConfig that supports 2.0. This is done by providing a config
* specification to eglChooseConfig() that has the attribute
* EGL10.ELG_RENDERABLE_TYPE containing the EGL_OPENGL_ES2_BIT flag
* set. See ConfigChooser class definition below.
*该类必须用一个自定义的EGL配置选择器才能够选择一个支持2.0的EGL配置。这个是通过提供一个配置定义来做到的
* - The class must select the surface's format, then choose an EGLConfig
* that matches it exactly (with regards to red/green/blue/alpha channels
* bit depths). Failure to do so would result in an EGL_BAD_MATCH error.
*/
class GL2JNIView extends GLSurfaceView{
private static String TAG = "GL2JNIView";
private static final boolean DEBUG = false;
public GL2JNIView(Context context) {
super(context);
init(false, 0, 0);
}
public GL2JNIView(Context context, boolean translucent, int depth, int stencil) {
super(context);
init(translucent, depth, stencil);
}
private void init(boolean translucent, int depth, int stencil) {
/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
* If we want a translucent one, we should change the surface's
* format here, using PixelFormat.TRANSLUCENT for GL Surfaces
* is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
*
*/
if (translucent) {
this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
}
/* Setup the context factory for 2.0 rendering.
* See ContextFactory class definition below
*/
setEGLContextFactory(new ContextFactory());
/* We need to choose an EGLConfig that matches the format of
* our surface exactly. This is going to be done in our
* custom config chooser. See ConfigChooser class definition
* below.
*/
setEGLConfigChooser( translucent ?
new ConfigChooser(8, 8, 8, 8, depth, stencil) :
new ConfigChooser(5, 6, 5, 0, depth, stencil) );
/* Set the renderer responsible for frame rendering */
setRenderer(new Renderer());
}
private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
Log.w(TAG, "creating OpenGL ES 2.0 context");
checkEglError("Before eglCreateContext", egl);
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
checkEglError("After eglCreateContext", egl);
return context;
}
public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
}
private static void checkEglError(String prompt, EGL10 egl) {
int error;
while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
Log.e(TAG, String.format("%s: EGL error: 0x%x", prompt, error));
}
}
private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
/* This EGL config specification is used to specify 2.0 rendering.
* We use a minimum size of 4 bits for red/green/blue, but will
* perform actual matching in chooseConfig() below.
*/
private static int EGL_OPENGL_ES2_BIT = 4;
private static int[] s_configAttribs2 =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
/* Get the number of minimally matching EGL configurations
*/
int[] num_config = new int[1];
egl.eglChooseConfig(display, s_configAttribs2, null, 0, num_config);
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
/* Allocate then read the array of minimally matching EGL configs
*/
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, s_configAttribs2, configs, numConfigs, num_config);
if (DEBUG) {
printConfigs(egl, display, configs);
}
/* Now return the "best" one
*/
return chooseConfig(egl, display, configs);
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
for(EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
// We need at least mDepthSize and mStencilSize bits
if (d < mDepthSize || s < mStencilSize)
continue;
// We want an *exact* match for red/green/blue/alpha
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE,0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE,0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE,0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE,0);
if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
return config;
}
return null;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private void printConfigs(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
int numConfigs = configs.length;
Log.w(TAG, String.format("%d configurations", numConfigs));
for (int i = 0; i < numConfigs; i++) {
Log.w(TAG, String.format("Configuration %d:\n", i));
printConfig(egl, display, configs[i]);
}
}
private void printConfig(EGL10 egl, EGLDisplay display,
EGLConfig config) {
int[] attributes = {
EGL10.EGL_BUFFER_SIZE,
EGL10.EGL_ALPHA_SIZE,
EGL10.EGL_BLUE_SIZE,
EGL10.EGL_GREEN_SIZE,
EGL10.EGL_RED_SIZE,
EGL10.EGL_DEPTH_SIZE,
EGL10.EGL_STENCIL_SIZE,
EGL10.EGL_CONFIG_CAVEAT,
EGL10.EGL_CONFIG_ID,
EGL10.EGL_LEVEL,
EGL10.EGL_MAX_PBUFFER_HEIGHT,
EGL10.EGL_MAX_PBUFFER_PIXELS,
EGL10.EGL_MAX_PBUFFER_WIDTH,
EGL10.EGL_NATIVE_RENDERABLE,
EGL10.EGL_NATIVE_VISUAL_ID,
EGL10.EGL_NATIVE_VISUAL_TYPE,
0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
EGL10.EGL_SAMPLES,
EGL10.EGL_SAMPLE_BUFFERS,
EGL10.EGL_SURFACE_TYPE,
EGL10.EGL_TRANSPARENT_TYPE,
EGL10.EGL_TRANSPARENT_RED_VALUE,
EGL10.EGL_TRANSPARENT_GREEN_VALUE,
EGL10.EGL_TRANSPARENT_BLUE_VALUE,
0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
EGL10.EGL_LUMINANCE_SIZE,
EGL10.EGL_ALPHA_MASK_SIZE,
EGL10.EGL_COLOR_BUFFER_TYPE,
EGL10.EGL_RENDERABLE_TYPE,
0x3042 // EGL10.EGL_CONFORMANT
};
String[] names = {
"EGL_BUFFER_SIZE",
"EGL_ALPHA_SIZE",
"EGL_BLUE_SIZE",
"EGL_GREEN_SIZE",
"EGL_RED_SIZE",
"EGL_DEPTH_SIZE",
"EGL_STENCIL_SIZE",
"EGL_CONFIG_CAVEAT",
"EGL_CONFIG_ID",
"EGL_LEVEL",
"EGL_MAX_PBUFFER_HEIGHT",
"EGL_MAX_PBUFFER_PIXELS",
"EGL_MAX_PBUFFER_WIDTH",
"EGL_NATIVE_RENDERABLE",
"EGL_NATIVE_VISUAL_ID",
"EGL_NATIVE_VISUAL_TYPE",
"EGL_PRESERVED_RESOURCES",
"EGL_SAMPLES",
"EGL_SAMPLE_BUFFERS",
"EGL_SURFACE_TYPE",
"EGL_TRANSPARENT_TYPE",
"EGL_TRANSPARENT_RED_VALUE",
"EGL_TRANSPARENT_GREEN_VALUE",
"EGL_TRANSPARENT_BLUE_VALUE",
"EGL_BIND_TO_TEXTURE_RGB",
"EGL_BIND_TO_TEXTURE_RGBA",
"EGL_MIN_SWAP_INTERVAL",
"EGL_MAX_SWAP_INTERVAL",
"EGL_LUMINANCE_SIZE",
"EGL_ALPHA_MASK_SIZE",
"EGL_COLOR_BUFFER_TYPE",
"EGL_RENDERABLE_TYPE",
"EGL_CONFORMANT"
};
int[] value = new int[1];
for (int i = 0; i < attributes.length; i++) {
if (egl.eglGetConfigAttrib(display, config, attributes[i], value)) {
Log.w(TAG, String.format(" %s: %d\n", names[i], value[0]));
} else {
// Log.w(TAG, String.format(" %s: failed\n", name));
while (egl.eglGetError() != EGL10.EGL_SUCCESS);
}
}
}
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
private int[] mValue = new int[1];
}
private static class Renderer implements GLSurfaceView.Renderer {
Context context=MyApplication.getContextObject();
Bitmap bitmap=((BitmapDrawable)
context.getResources().getDrawable(R.drawable.pic3)).getBitmap();
int col=bitmap.getWidth();
int row=bitmap.getHeight();
int[] pix=new int[col*row];
public void onDrawFrame(GL10 gl) {
GL2JNILib.step();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
GL2JNILib.init(width, height,col,row, pix);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Do nothing.
bitmap.getPixels(pix,0,col,0,0,col,row);
}
}
}
新建类GL2JNILib.java用于管理本地库,添加代码如下:
package com.example.showimage;
public class GL2JNILib {
static{
System.loadLibrary("gl2jni");
}
public static native void init(int width,int height,int col,int row, int[] pix);
public static native void step();
}
新建类MyApplication.java用于设置全局的context,并添加代码如下:
package com.example.showimage;
import android.app.Application;
import android.content.Context;
public class MyApplication extends Application{
private static Context context;
public void onCreate(){
//获取Context
context=getApplicationContext();
}
//返回
public static Context getContextObject(){
return context;
}
}
在MainActivity.java 中添加如下代码:
package com.example.showimage;
import android.os.Bundle;
import android.app.Activity;
public class MainActivity extends Activity {
GL2JNIView mView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mView = new GL2JNIView(getApplication());
setContentView(mView);
}
@Override
protected void onPause() {
super.onPause();
mView.onPause();
}
@Override
protected void onResume() {
super.onResume();
mView.onResume();
}
}
右键单击项目添加C属性(不会添加的参见我之前的博客)
在项目中新建文件夹jni,在jni中新建文件image.cpp并添加如下代码:
#include
#include
#include
#include
#include
#include
#include
#include
#define LOG_TAG "libgl2jni"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
using namespace std;
using namespace cv;
static void printGLString(const char* name, GLenum s){
const char* v = (const char *) glGetString(s);
LOGI("GL %s = %s\n", name, v);
}
static void checkGlError(const char* op) {
for (GLint error = glGetError();
error;
error = glGetError()) {
LOGI("after %s() glError (0x%x)\n", op, error);
}
}
static const char gVertexShader[] =
"uniform mat4 u_matrix; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texture; \n"
"varying vec2 v_texture; \n"
"void main() { \n"
" gl_Position = a_position; \n"
" v_texture = a_texture; \n"
"} \n";
static const char gFragmentShader[] =
"precision mediump float; \n"
"varying vec2 v_texture; \n"
"uniform sampler2D u_texture; \n"
"void main() { \n"
" gl_FragColor = texture2D(u_texture,v_texture); \n"
"} \n";
GLuint loadShader(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
LOGE("Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if(linkStatus != GL_TRUE){
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
GLuint textureObjectIds;
void loadTexture(int col,int row,uchar* P_pixels){
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
checkGlError("glPixelStorei");
glGenTextures(1,&textureObjectIds); //生成贴图
checkGlError("glGenTextures");
glBindTexture(GL_TEXTURE_2D,textureObjectIds); //绑定贴图
checkGlError("glBindTexture");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,col,row,0,GL_RGB,GL_UNSIGNED_BYTE,P_pixels);//装载贴图
checkGlError("glTexImage2D");
glGenerateMipmap(GL_TEXTURE_2D);//生成贴图所有必要的级别
checkGlError("glGenerateMipmap");
}
GLuint gProgram;
GLuint u_matrix;
GLuint u_texture;
GLuint a_position;
GLuint a_texture;
float projectionMatrix[16];
bool setupGraphics(int width, int height, int col,int row,uchar* P_pixels) {
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
LOGI("setupGraphics(%d, %d)", width, height);
gProgram = createProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
LOGE("Could not create program.");
return false;
}
loadTexture(col,row,P_pixels);
u_matrix = glGetUniformLocation(gProgram, "u_matrix");
checkGlError("glGetUniformLocation");
u_texture = glGetUniformLocation(gProgram, "u_texture");
checkGlError("glGetUniformLocation");
a_position = glGetAttribLocation(gProgram,"a_position");
checkGlError("glGetAttribLocation");
LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
a_position);
a_texture = glGetAttribLocation(gProgram,"a_texture");
checkGlError("glGetAttribLocation");
glViewport(0, 0, width, height);
checkGlError("glViewport");
return true;
}
const GLfloat gImageVertices[] = {
0.0f, 0.0f,
-0.9f, -0.9f,
0.9f, -0.9f,
0.9f, 0.9f,
-0.9f, 0.9f,
-0.9f, -0.9f,
};
const GLfloat gImageFragment[]={
0.5f, 0.5f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f
};
void renderFrame(GLuint textureObjectIds) {
static float grey;
grey += 0.01f;
if (grey > 1.0f) {
grey = 0.0f;
}
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glUseProgram(gProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureObjectIds);
glUniform1f(u_texture,0);
glVertexAttribPointer(a_position, 2, GL_FLOAT, GL_FALSE, 0, gImageVertices);
glEnableVertexAttribArray(a_position);
glVertexAttribPointer(a_texture, 2, GL_FLOAT, GL_FALSE, 0, gImageFragment);
glEnableVertexAttribArray(a_texture);
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
}
extern "C" {
JNIEXPORT void JNICALL Java_com_example_showimage_GL2JNILib_init(
JNIEnv * env, jobject obj, jint width, jint height, int col,int row,jintArray buf);
JNIEXPORT void JNICALL Java_com_example_showimage_GL2JNILib_step(
JNIEnv * env, jobject obj);
};
JNIEXPORT void JNICALL Java_com_example_showimage_GL2JNILib_init(
JNIEnv * env, jobject obj, int width, int height, int col,int row,jintArray buf)
{
jint* cbuf;
cbuf=env->GetIntArrayElements(buf,NULL);
Mat myimg4(row,col,CV_8UC4,cbuf);
Mat myimg3(row,col,CV_8UC3);
int i=0;
int count=row*col;
for(i=0;i
{
myimg3.data[3*i] = myimg4.data[4*i+2];
myimg3.data[3*i+1]= myimg4.data[4*i+1];
myimg3.data[3*i+2]= myimg4.data[4*i];
}
setupGraphics(width,height,col,row,myimg3.data);
}
JNIEXPORT void JNICALL Java_com_example_showimage_GL2JNILib_step(
JNIEnv * env, jobject obj)
{
renderFrame(textureObjectIds);
}
在jni中新建文件Android.mk,并添加代码如下:
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
OPENCV_INSTALL_MODULES:=on
OPENCV_CAMERA_MODULES:=off
OPENCV_LIB_TYPE:=STATIC
include E:\Backup\ADT\OpenCV-2.4.8\sdk\native\jni\OpenCV.mk //Opencv布局文件存在的目录
LOCAL_MODULE := gl2jni
LOCAL_CFLAGS := -Werror
LOCAL_SRC_FILES := image.cpp
LOCAL_LDLIBS += -llog -lGLESv2 //添加OpenGL ES 2.0链接库
include $(BUILD_SHARED_LIBRARY)
在jni中新建文件Application.mk,并添加如下代码:
APP_STL:=gnustl_static
APP_CPPFLAGS:=-frtti -fexceptions
APP_ABI:=armeabi-v7a x86
APP_PLATFORM:=android-9
在文件AndroidManifest.xml中添加一行代码如下:
运行程序得到结果如下:
本程序的源码下载在:http://download.csdn.net/detail/lu_android/9628673