this also ripples into the window manager API by making some constant there deprecated as well.
1133 lines
40 KiB
Java
1133 lines
40 KiB
Java
/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.opengl;
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import java.io.Writer;
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import java.util.ArrayList;
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import java.util.concurrent.Semaphore;
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import javax.microedition.khronos.egl.EGL10;
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import javax.microedition.khronos.egl.EGL11;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.egl.EGLContext;
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import javax.microedition.khronos.egl.EGLDisplay;
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import javax.microedition.khronos.egl.EGLSurface;
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import javax.microedition.khronos.opengles.GL;
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import javax.microedition.khronos.opengles.GL10;
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import android.content.Context;
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import android.util.AttributeSet;
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import android.util.Log;
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import android.view.SurfaceHolder;
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import android.view.SurfaceView;
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/**
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* An implementation of SurfaceView that uses the dedicated surface for
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* displaying OpenGL rendering.
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* <p>
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* A GLSurfaceView provides the following features:
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* <p>
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* <ul>
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* <li>Manages a surface, which is a special piece of memory that can be
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* composited into the Android view system.
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* <li>Manages an EGL display, which enables OpenGL to render into a surface.
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* <li>Accepts a user-provided Renderer object that does the actual rendering.
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* <li>Renders on a dedicated thread to decouple rendering performance from the
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* UI thread.
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* <li>Supports both on-demand and continuous rendering.
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* <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
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* </ul>
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*
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* <h3>Using GLSurfaceView</h3>
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* <p>
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* Typically you use GLSurfaceView by subclassing it and overriding one or more of the
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* View system input event methods. If your application does not need to override event
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* methods then GLSurfaceView can be used as-is. For the most part
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* GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
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* For example, unlike a regular View, drawing is delegated to a separate Renderer object which
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* is registered with the GLSurfaceView
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* using the {@link #setRenderer(Renderer)} call.
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* <p>
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* <h3>Initializing GLSurfaceView</h3>
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* All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
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* However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
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* more of these methods before calling setRenderer:
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* <ul>
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* <li>{@link #setDebugFlags(int)}
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* <li>{@link #setGLWrapper(GLWrapper)}
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* </ul>
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* <p>
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* <h4>Choosing an EGL Configuration</h4>
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* A given Android device may support multiple possible types of drawing surfaces.
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* The available surfaces may differ in how may channels of data are present, as
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* well as how many bits are allocated to each channel. Therefore, the first thing
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* GLSurfaceView has to do when starting to render is choose what type of surface to use.
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* <p>
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* By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
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* with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
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* if you do not need a depth buffer) you can override the default behavior by calling one of the
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* setEGLConfigChooser methods.
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* <p>
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* <h4>Debug Behavior</h4>
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* You can optionally modify the behavior of GLSurfaceView by calling
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* one or more of the debugging methods {@link #setDebugFlags(int)},
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* and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
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* typically they are called before setRenderer so that they take effect immediately.
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* <p>
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* <h4>Setting a Renderer</h4>
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* Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
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* The renderer is
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* responsible for doing the actual OpenGL rendering.
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* <p>
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* <h3>Rendering Mode</h3>
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* Once the renderer is set, you can control whether the renderer draws
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* continuously or on-demand by calling
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* {@link #setRenderMode}. The default is continuous rendering.
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* <p>
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* <h3>Activity Life-cycle</h3>
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* A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
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* are required to call {@link #onPause()} when the activity pauses and
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* {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
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* pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
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* the OpenGL display.
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* <p>
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* <h3>Handling events</h3>
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* <p>
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* To handle an event you will typically subclass GLSurfaceView and override the
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* appropriate method, just as you would with any other View. However, when handling
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* the event, you may need to communicate with the Renderer object
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* that's running in the rendering thread. You can do this using any
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* standard Java cross-thread communication mechanism. In addition,
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* one relatively easy way to communicate with your renderer is
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* to call
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* {@link #queueEvent(Runnable)}. For example:
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* <pre class="prettyprint">
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* class MyGLSurfaceView extends GLSurfaceView {
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*
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* private MyRenderer mMyRenderer;
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*
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* public void start() {
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* mMyRenderer = ...;
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* setRenderer(mMyRenderer);
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* }
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*
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* public boolean onKeyDown(int keyCode, KeyEvent event) {
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* if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
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* queueEvent(new Runnable() {
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* // This method will be called on the rendering
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* // thread:
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* public void run() {
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* mMyRenderer.handleDpadCenter();
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* }});
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* return true;
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* }
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* return super.onKeyDown(keyCode, event);
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* }
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* }
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* </pre>
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*
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*/
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public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
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/**
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* The renderer only renders
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* when the surface is created, or when {@link #requestRender} is called.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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*/
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public final static int RENDERMODE_WHEN_DIRTY = 0;
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/**
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* The renderer is called
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* continuously to re-render the scene.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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* @see #requestRender()
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*/
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public final static int RENDERMODE_CONTINUOUSLY = 1;
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/**
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* Check glError() after every GL call and throw an exception if glError indicates
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* that an error has occurred. This can be used to help track down which OpenGL ES call
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* is causing an error.
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_CHECK_GL_ERROR = 1;
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/**
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* Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_LOG_GL_CALLS = 2;
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context) {
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super(context);
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init();
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}
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context, AttributeSet attrs) {
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super(context, attrs);
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init();
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}
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private void init() {
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// Install a SurfaceHolder.Callback so we get notified when the
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// underlying surface is created and destroyed
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SurfaceHolder holder = getHolder();
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holder.addCallback(this);
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}
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/**
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* Set the glWrapper. If the glWrapper is not null, its
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* {@link GLWrapper#wrap(GL)} method is called
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* whenever a surface is created. A GLWrapper can be used to wrap
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* the GL object that's passed to the renderer. Wrapping a GL
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* object enables examining and modifying the behavior of the
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* GL calls made by the renderer.
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* <p>
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* Wrapping is typically used for debugging purposes.
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* <p>
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* The default value is null.
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* @param glWrapper the new GLWrapper
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*/
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public void setGLWrapper(GLWrapper glWrapper) {
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mGLWrapper = glWrapper;
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}
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/**
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* Set the debug flags to a new value. The value is
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* constructed by OR-together zero or more
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* of the DEBUG_CHECK_* constants. The debug flags take effect
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* whenever a surface is created. The default value is zero.
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* @param debugFlags the new debug flags
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* @see #DEBUG_CHECK_GL_ERROR
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* @see #DEBUG_LOG_GL_CALLS
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*/
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public void setDebugFlags(int debugFlags) {
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mDebugFlags = debugFlags;
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}
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/**
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* Get the current value of the debug flags.
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* @return the current value of the debug flags.
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*/
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public int getDebugFlags() {
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return mDebugFlags;
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}
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/**
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* Set the renderer associated with this view. Also starts the thread that
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* will call the renderer, which in turn causes the rendering to start.
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* <p>This method should be called once and only once in the life-cycle of
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* a GLSurfaceView.
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* <p>The following GLSurfaceView methods can only be called <em>before</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* </ul>
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* <p>
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* The following GLSurfaceView methods can only be called <em>after</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #getRenderMode()}
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* <li>{@link #onPause()}
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* <li>{@link #onResume()}
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* <li>{@link #queueEvent(Runnable)}
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* <li>{@link #requestRender()}
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* <li>{@link #setRenderMode(int)}
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* </ul>
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*
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* @param renderer the renderer to use to perform OpenGL drawing.
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*/
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public void setRenderer(Renderer renderer) {
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if (mGLThread != null) {
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throw new IllegalStateException(
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"setRenderer has already been called for this instance.");
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}
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if (mEGLConfigChooser == null) {
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mEGLConfigChooser = new SimpleEGLConfigChooser(true);
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}
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mGLThread = new GLThread(renderer);
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mGLThread.start();
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}
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/**
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* Install a custom EGLConfigChooser.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16 bits as possible.
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* @param configChooser
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*/
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public void setEGLConfigChooser(EGLConfigChooser configChooser) {
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if (mGLThread != null) {
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throw new IllegalStateException(
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"setRenderer has already been called for this instance.");
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}
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mEGLConfigChooser = configChooser;
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}
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/**
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* Install a config chooser which will choose a config
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* as close to 16-bit RGB as possible, with or without an optional depth
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* buffer as close to 16-bits as possible.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16 bits as possible.
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*
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* @param needDepth
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*/
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public void setEGLConfigChooser(boolean needDepth) {
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setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
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}
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/**
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* Install a config chooser which will choose a config
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* with at least the specified component sizes, and as close
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* to the specified component sizes as possible.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16 bits as possible.
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*
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*/
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public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
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int alphaSize, int depthSize, int stencilSize) {
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setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
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blueSize, alphaSize, depthSize, stencilSize));
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}
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/**
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* Set the rendering mode. When renderMode is
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* RENDERMODE_CONTINUOUSLY, the renderer is called
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* repeatedly to re-render the scene. When renderMode
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* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
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* is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
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* <p>
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* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
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* by allowing the GPU and CPU to idle when the view does not need to be updated.
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* <p>
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* This method can only be called after {@link #setRenderer(Renderer)}
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*
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* @param renderMode one of the RENDERMODE_X constants
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* @see #RENDERMODE_CONTINUOUSLY
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* @see #RENDERMODE_WHEN_DIRTY
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*/
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public void setRenderMode(int renderMode) {
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mGLThread.setRenderMode(renderMode);
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}
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/**
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* Get the current rendering mode. May be called
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* from any thread. Must not be called before a renderer has been set.
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* @return the current rendering mode.
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* @see #RENDERMODE_CONTINUOUSLY
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* @see #RENDERMODE_WHEN_DIRTY
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*/
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public int getRenderMode() {
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return mGLThread.getRenderMode();
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}
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/**
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* Request that the renderer render a frame.
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* This method is typically used when the render mode has been set to
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* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
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* May be called
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* from any thread. Must not be called before a renderer has been set.
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*/
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public void requestRender() {
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mGLThread.requestRender();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceCreated(SurfaceHolder holder) {
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mGLThread.surfaceCreated();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceDestroyed(SurfaceHolder holder) {
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// Surface will be destroyed when we return
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mGLThread.surfaceDestroyed();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
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mGLThread.onWindowResize(w, h);
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}
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/**
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* Inform the view that the activity is paused. The owner of this view must
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* call this method when the activity is paused. Calling this method will
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* pause the rendering thread.
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* Must not be called before a renderer has been set.
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*/
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public void onPause() {
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mGLThread.onPause();
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}
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/**
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* Inform the view that the activity is resumed. The owner of this view must
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* call this method when the activity is resumed. Calling this method will
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* recreate the OpenGL display and resume the rendering
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* thread.
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* Must not be called before a renderer has been set.
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*/
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public void onResume() {
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mGLThread.onResume();
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}
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/**
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* Queue a runnable to be run on the GL rendering thread. This can be used
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* to communicate with the Renderer on the rendering thread.
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* Must not be called before a renderer has been set.
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* @param r the runnable to be run on the GL rendering thread.
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*/
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public void queueEvent(Runnable r) {
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mGLThread.queueEvent(r);
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}
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|
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/**
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* This method is used as part of the View class and is not normally
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* called or subclassed by clients of GLSurfaceView.
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* Must not be called before a renderer has been set.
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*/
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@Override
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protected void onDetachedFromWindow() {
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super.onDetachedFromWindow();
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mGLThread.requestExitAndWait();
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}
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|
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// ----------------------------------------------------------------------
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|
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/**
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* An interface used to wrap a GL interface.
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* <p>Typically
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* used for implementing debugging and tracing on top of the default
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* GL interface. You would typically use this by creating your own class
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* that implemented all the GL methods by delegating to another GL instance.
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* Then you could add your own behavior before or after calling the
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* delegate. All the GLWrapper would do was instantiate and return the
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* wrapper GL instance:
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* <pre class="prettyprint">
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* class MyGLWrapper implements GLWrapper {
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* GL wrap(GL gl) {
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* return new MyGLImplementation(gl);
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* }
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* static class MyGLImplementation implements GL,GL10,GL11,... {
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* ...
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* }
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* }
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* </pre>
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* @see #setGLWrapper(GLWrapper)
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*/
|
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public interface GLWrapper {
|
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/**
|
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* Wraps a gl interface in another gl interface.
|
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* @param gl a GL interface that is to be wrapped.
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* @return either the input argument or another GL object that wraps the input argument.
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*/
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GL wrap(GL gl);
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}
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|
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/**
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* A generic renderer interface.
|
|
* <p>
|
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* The renderer is responsible for making OpenGL calls to render a frame.
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* <p>
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* GLSurfaceView clients typically create their own classes that implement
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* this interface, and then call {@link GLSurfaceView#setRenderer} to
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* register the renderer with the GLSurfaceView.
|
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* <p>
|
|
* <h3>Threading</h3>
|
|
* The renderer will be called on a separate thread, so that rendering
|
|
* performance is decoupled from the UI thread. Clients typically need to
|
|
* communicate with the renderer from the UI thread, because that's where
|
|
* input events are received. Clients can communicate using any of the
|
|
* standard Java techniques for cross-thread communication, or they can
|
|
* use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
|
|
* <p>
|
|
* <h3>EGL Context Lost</h3>
|
|
* There are situations where the EGL rendering context will be lost. This
|
|
* typically happens when device wakes up after going to sleep. When
|
|
* the EGL context is lost, all OpenGL resources (such as textures) that are
|
|
* associated with that context will be automatically deleted. In order to
|
|
* keep rendering correctly, a renderer must recreate any lost resources
|
|
* that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
|
|
* is a convenient place to do this.
|
|
*
|
|
*
|
|
* @see #setRenderer(Renderer)
|
|
*/
|
|
public interface Renderer {
|
|
/**
|
|
* Called when the surface is created or recreated.
|
|
* <p>
|
|
* Called when the rendering thread
|
|
* starts and whenever the EGL context is lost. The context will typically
|
|
* be lost when the Android device awakes after going to sleep.
|
|
* <p>
|
|
* Since this method is called at the beginning of rendering, as well as
|
|
* every time the EGL context is lost, this method is a convenient place to put
|
|
* code to create resources that need to be created when the rendering
|
|
* starts, and that need to be recreated when the EGL context is lost.
|
|
* Textures are an example of a resource that you might want to create
|
|
* here.
|
|
* <p>
|
|
* Note that when the EGL context is lost, all OpenGL resources associated
|
|
* with that context will be automatically deleted. You do not need to call
|
|
* the corresponding "glDelete" methods such as glDeleteTextures to
|
|
* manually delete these lost resources.
|
|
* <p>
|
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
|
* test if the interface supports GL11 or higher interfaces.
|
|
* @param config the EGLConfig of the created surface. Can be used
|
|
* to create matching pbuffers.
|
|
*/
|
|
void onSurfaceCreated(GL10 gl, EGLConfig config);
|
|
|
|
/**
|
|
* Called when the surface changed size.
|
|
* <p>
|
|
* Called after the surface is created and whenever
|
|
* the OpenGL ES surface size changes.
|
|
* <p>
|
|
* Typically you will set your viewport here. If your camera
|
|
* is fixed then you could also set your projection matrix here:
|
|
* <pre class="prettyprint">
|
|
* void onSurfaceChanged(GL10 gl, int width, int height) {
|
|
* gl.glViewport(0, 0, width, height);
|
|
* // for a fixed camera, set the projection too
|
|
* float ratio = (float) width / height;
|
|
* gl.glMatrixMode(GL10.GL_PROJECTION);
|
|
* gl.glLoadIdentity();
|
|
* gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
|
|
* }
|
|
* </pre>
|
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
|
* test if the interface supports GL11 or higher interfaces.
|
|
* @param width
|
|
* @param height
|
|
*/
|
|
void onSurfaceChanged(GL10 gl, int width, int height);
|
|
|
|
/**
|
|
* Called to draw the current frame.
|
|
* <p>
|
|
* This method is responsible for drawing the current frame.
|
|
* <p>
|
|
* The implementation of this method typically looks like this:
|
|
* <pre class="prettyprint">
|
|
* void onDrawFrame(GL10 gl) {
|
|
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
|
* //... other gl calls to render the scene ...
|
|
* }
|
|
* </pre>
|
|
* @param gl the GL interface. Use <code>instanceof</code> to
|
|
* test if the interface supports GL11 or higher interfaces.
|
|
*/
|
|
void onDrawFrame(GL10 gl);
|
|
}
|
|
|
|
/**
|
|
* An interface for choosing an EGLConfig configuration from a list of
|
|
* potential configurations.
|
|
* <p>
|
|
* This interface must be implemented by clients wishing to call
|
|
* {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
|
|
*/
|
|
public interface EGLConfigChooser {
|
|
/**
|
|
* Choose a configuration from the list. Implementors typically
|
|
* implement this method by calling
|
|
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
|
|
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
|
|
* @param egl the EGL10 for the current display.
|
|
* @param display the current display.
|
|
* @return the chosen configuration.
|
|
*/
|
|
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
|
|
}
|
|
|
|
private static abstract class BaseConfigChooser
|
|
implements EGLConfigChooser {
|
|
public BaseConfigChooser(int[] configSpec) {
|
|
mConfigSpec = configSpec;
|
|
}
|
|
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
|
|
int[] num_config = new int[1];
|
|
egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config);
|
|
|
|
int numConfigs = num_config[0];
|
|
|
|
if (numConfigs <= 0) {
|
|
throw new IllegalArgumentException(
|
|
"No configs match configSpec");
|
|
}
|
|
|
|
EGLConfig[] configs = new EGLConfig[numConfigs];
|
|
egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
|
|
num_config);
|
|
EGLConfig config = chooseConfig(egl, display, configs);
|
|
if (config == null) {
|
|
throw new IllegalArgumentException("No config chosen");
|
|
}
|
|
return config;
|
|
}
|
|
|
|
abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
|
|
EGLConfig[] configs);
|
|
|
|
protected int[] mConfigSpec;
|
|
}
|
|
|
|
private static class ComponentSizeChooser extends BaseConfigChooser {
|
|
public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
|
|
int alphaSize, int depthSize, int stencilSize) {
|
|
super(new int[] {
|
|
EGL10.EGL_RED_SIZE, redSize,
|
|
EGL10.EGL_GREEN_SIZE, greenSize,
|
|
EGL10.EGL_BLUE_SIZE, blueSize,
|
|
EGL10.EGL_ALPHA_SIZE, alphaSize,
|
|
EGL10.EGL_DEPTH_SIZE, depthSize,
|
|
EGL10.EGL_STENCIL_SIZE, stencilSize,
|
|
EGL10.EGL_NONE});
|
|
mValue = new int[1];
|
|
mRedSize = redSize;
|
|
mGreenSize = greenSize;
|
|
mBlueSize = blueSize;
|
|
mAlphaSize = alphaSize;
|
|
mDepthSize = depthSize;
|
|
mStencilSize = stencilSize;
|
|
}
|
|
|
|
@Override
|
|
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
|
|
EGLConfig[] configs) {
|
|
EGLConfig closestConfig = null;
|
|
int closestDistance = 1000;
|
|
for(EGLConfig config : configs) {
|
|
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);
|
|
int d = findConfigAttrib(egl, display, config,
|
|
EGL10.EGL_DEPTH_SIZE, 0);
|
|
int s = findConfigAttrib(egl, display, config,
|
|
EGL10.EGL_STENCIL_SIZE, 0);
|
|
int distance = Math.abs(r - mRedSize)
|
|
+ Math.abs(g - mGreenSize)
|
|
+ Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize)
|
|
+ Math.abs(d - mDepthSize) + Math.abs(s - mStencilSize);
|
|
if (distance < closestDistance) {
|
|
closestDistance = distance;
|
|
closestConfig = config;
|
|
}
|
|
}
|
|
return closestConfig;
|
|
}
|
|
|
|
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 int[] mValue;
|
|
// Subclasses can adjust these values:
|
|
protected int mRedSize;
|
|
protected int mGreenSize;
|
|
protected int mBlueSize;
|
|
protected int mAlphaSize;
|
|
protected int mDepthSize;
|
|
protected int mStencilSize;
|
|
}
|
|
|
|
/**
|
|
* This class will choose a supported surface as close to
|
|
* RGB565 as possible, with or without a depth buffer.
|
|
*
|
|
*/
|
|
private static class SimpleEGLConfigChooser extends ComponentSizeChooser {
|
|
public SimpleEGLConfigChooser(boolean withDepthBuffer) {
|
|
super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
|
|
// Adjust target values. This way we'll accept a 4444 or
|
|
// 555 buffer if there's no 565 buffer available.
|
|
mRedSize = 5;
|
|
mGreenSize = 6;
|
|
mBlueSize = 5;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An EGL helper class.
|
|
*/
|
|
|
|
private class EglHelper {
|
|
public EglHelper() {
|
|
|
|
}
|
|
|
|
/**
|
|
* Initialize EGL for a given configuration spec.
|
|
* @param configSpec
|
|
*/
|
|
public void start(){
|
|
/*
|
|
* Get an EGL instance
|
|
*/
|
|
mEgl = (EGL10) EGLContext.getEGL();
|
|
|
|
/*
|
|
* Get to the default display.
|
|
*/
|
|
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
|
|
|
|
/*
|
|
* We can now initialize EGL for that display
|
|
*/
|
|
int[] version = new int[2];
|
|
mEgl.eglInitialize(mEglDisplay, version);
|
|
mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
|
|
|
|
/*
|
|
* Create an OpenGL ES context. This must be done only once, an
|
|
* OpenGL context is a somewhat heavy object.
|
|
*/
|
|
mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
|
|
EGL10.EGL_NO_CONTEXT, null);
|
|
|
|
mEglSurface = null;
|
|
}
|
|
|
|
/*
|
|
* React to the creation of a new surface by creating and returning an
|
|
* OpenGL interface that renders to that surface.
|
|
*/
|
|
public GL createSurface(SurfaceHolder holder) {
|
|
/*
|
|
* The window size has changed, so we need to create a new
|
|
* surface.
|
|
*/
|
|
if (mEglSurface != null) {
|
|
|
|
/*
|
|
* Unbind and destroy the old EGL surface, if
|
|
* there is one.
|
|
*/
|
|
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
|
|
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
|
|
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
|
|
}
|
|
|
|
/*
|
|
* Create an EGL surface we can render into.
|
|
*/
|
|
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay,
|
|
mEglConfig, holder, null);
|
|
|
|
/*
|
|
* Before we can issue GL commands, we need to make sure
|
|
* the context is current and bound to a surface.
|
|
*/
|
|
mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
|
|
mEglContext);
|
|
|
|
|
|
GL gl = mEglContext.getGL();
|
|
if (mGLWrapper != null) {
|
|
gl = mGLWrapper.wrap(gl);
|
|
}
|
|
|
|
if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) {
|
|
int configFlags = 0;
|
|
Writer log = null;
|
|
if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
|
|
configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
|
|
}
|
|
if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
|
|
log = new LogWriter();
|
|
}
|
|
gl = GLDebugHelper.wrap(gl, configFlags, log);
|
|
}
|
|
return gl;
|
|
}
|
|
|
|
/**
|
|
* Display the current render surface.
|
|
* @return false if the context has been lost.
|
|
*/
|
|
public boolean swap() {
|
|
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
|
|
|
|
/*
|
|
* Always check for EGL_CONTEXT_LOST, which means the context
|
|
* and all associated data were lost (For instance because
|
|
* the device went to sleep). We need to sleep until we
|
|
* get a new surface.
|
|
*/
|
|
return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
|
|
}
|
|
|
|
public void finish() {
|
|
if (mEglSurface != null) {
|
|
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
|
|
EGL10.EGL_NO_SURFACE,
|
|
EGL10.EGL_NO_CONTEXT);
|
|
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
|
|
mEglSurface = null;
|
|
}
|
|
if (mEglContext != null) {
|
|
mEgl.eglDestroyContext(mEglDisplay, mEglContext);
|
|
mEglContext = null;
|
|
}
|
|
if (mEglDisplay != null) {
|
|
mEgl.eglTerminate(mEglDisplay);
|
|
mEglDisplay = null;
|
|
}
|
|
}
|
|
|
|
EGL10 mEgl;
|
|
EGLDisplay mEglDisplay;
|
|
EGLSurface mEglSurface;
|
|
EGLConfig mEglConfig;
|
|
EGLContext mEglContext;
|
|
}
|
|
|
|
/**
|
|
* A generic GL Thread. Takes care of initializing EGL and GL. Delegates
|
|
* to a Renderer instance to do the actual drawing. Can be configured to
|
|
* render continuously or on request.
|
|
*
|
|
*/
|
|
class GLThread extends Thread {
|
|
GLThread(Renderer renderer) {
|
|
super();
|
|
mDone = false;
|
|
mWidth = 0;
|
|
mHeight = 0;
|
|
mRequestRender = true;
|
|
mRenderMode = RENDERMODE_CONTINUOUSLY;
|
|
mRenderer = renderer;
|
|
setName("GLThread");
|
|
}
|
|
|
|
@Override
|
|
public void run() {
|
|
/*
|
|
* When the android framework launches a second instance of
|
|
* an activity, the new instance's onCreate() method may be
|
|
* called before the first instance returns from onDestroy().
|
|
*
|
|
* This semaphore ensures that only one instance at a time
|
|
* accesses EGL.
|
|
*/
|
|
try {
|
|
try {
|
|
sEglSemaphore.acquire();
|
|
} catch (InterruptedException e) {
|
|
return;
|
|
}
|
|
guardedRun();
|
|
} catch (InterruptedException e) {
|
|
// fall thru and exit normally
|
|
} finally {
|
|
sEglSemaphore.release();
|
|
}
|
|
}
|
|
|
|
private void guardedRun() throws InterruptedException {
|
|
mEglHelper = new EglHelper();
|
|
mEglHelper.start();
|
|
|
|
GL10 gl = null;
|
|
boolean tellRendererSurfaceCreated = true;
|
|
boolean tellRendererSurfaceChanged = true;
|
|
|
|
/*
|
|
* This is our main activity thread's loop, we go until
|
|
* asked to quit.
|
|
*/
|
|
while (!mDone) {
|
|
|
|
/*
|
|
* Update the asynchronous state (window size)
|
|
*/
|
|
int w, h;
|
|
boolean changed;
|
|
boolean needStart = false;
|
|
synchronized (this) {
|
|
Runnable r;
|
|
while ((r = getEvent()) != null) {
|
|
r.run();
|
|
}
|
|
if (mPaused) {
|
|
mEglHelper.finish();
|
|
needStart = true;
|
|
}
|
|
while (needToWait()) {
|
|
wait();
|
|
}
|
|
if (mDone) {
|
|
break;
|
|
}
|
|
changed = mSizeChanged;
|
|
w = mWidth;
|
|
h = mHeight;
|
|
mSizeChanged = false;
|
|
mRequestRender = false;
|
|
}
|
|
if (needStart) {
|
|
mEglHelper.start();
|
|
tellRendererSurfaceCreated = true;
|
|
changed = true;
|
|
}
|
|
if (changed) {
|
|
gl = (GL10) mEglHelper.createSurface(getHolder());
|
|
tellRendererSurfaceChanged = true;
|
|
}
|
|
if (tellRendererSurfaceCreated) {
|
|
mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
|
|
tellRendererSurfaceCreated = false;
|
|
}
|
|
if (tellRendererSurfaceChanged) {
|
|
mRenderer.onSurfaceChanged(gl, w, h);
|
|
tellRendererSurfaceChanged = false;
|
|
}
|
|
if ((w > 0) && (h > 0)) {
|
|
/* draw a frame here */
|
|
mRenderer.onDrawFrame(gl);
|
|
|
|
/*
|
|
* Once we're done with GL, we need to call swapBuffers()
|
|
* to instruct the system to display the rendered frame
|
|
*/
|
|
mEglHelper.swap();
|
|
}
|
|
}
|
|
|
|
/*
|
|
* clean-up everything...
|
|
*/
|
|
mEglHelper.finish();
|
|
}
|
|
|
|
private boolean needToWait() {
|
|
if (mDone) {
|
|
return false;
|
|
}
|
|
|
|
if (mPaused || (! mHasSurface)) {
|
|
return true;
|
|
}
|
|
|
|
if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void setRenderMode(int renderMode) {
|
|
if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
|
|
throw new IllegalArgumentException("renderMode");
|
|
}
|
|
synchronized(this) {
|
|
mRenderMode = renderMode;
|
|
if (renderMode == RENDERMODE_CONTINUOUSLY) {
|
|
notify();
|
|
}
|
|
}
|
|
}
|
|
|
|
public int getRenderMode() {
|
|
synchronized(this) {
|
|
return mRenderMode;
|
|
}
|
|
}
|
|
|
|
public void requestRender() {
|
|
synchronized(this) {
|
|
mRequestRender = true;
|
|
notify();
|
|
}
|
|
}
|
|
|
|
public void surfaceCreated() {
|
|
synchronized(this) {
|
|
mHasSurface = true;
|
|
notify();
|
|
}
|
|
}
|
|
|
|
public void surfaceDestroyed() {
|
|
synchronized(this) {
|
|
mHasSurface = false;
|
|
notify();
|
|
}
|
|
}
|
|
|
|
public void onPause() {
|
|
synchronized (this) {
|
|
mPaused = true;
|
|
}
|
|
}
|
|
|
|
public void onResume() {
|
|
synchronized (this) {
|
|
mPaused = false;
|
|
notify();
|
|
}
|
|
}
|
|
|
|
public void onWindowResize(int w, int h) {
|
|
synchronized (this) {
|
|
mWidth = w;
|
|
mHeight = h;
|
|
mSizeChanged = true;
|
|
notify();
|
|
}
|
|
}
|
|
|
|
public void requestExitAndWait() {
|
|
// don't call this from GLThread thread or it is a guaranteed
|
|
// deadlock!
|
|
synchronized(this) {
|
|
mDone = true;
|
|
notify();
|
|
}
|
|
try {
|
|
join();
|
|
} catch (InterruptedException ex) {
|
|
Thread.currentThread().interrupt();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Queue an "event" to be run on the GL rendering thread.
|
|
* @param r the runnable to be run on the GL rendering thread.
|
|
*/
|
|
public void queueEvent(Runnable r) {
|
|
synchronized(this) {
|
|
mEventQueue.add(r);
|
|
}
|
|
}
|
|
|
|
private Runnable getEvent() {
|
|
synchronized(this) {
|
|
if (mEventQueue.size() > 0) {
|
|
return mEventQueue.remove(0);
|
|
}
|
|
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private boolean mDone;
|
|
private boolean mPaused;
|
|
private boolean mHasSurface;
|
|
private int mWidth;
|
|
private int mHeight;
|
|
private int mRenderMode;
|
|
private boolean mRequestRender;
|
|
private Renderer mRenderer;
|
|
private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
|
|
private EglHelper mEglHelper;
|
|
}
|
|
|
|
static class LogWriter extends Writer {
|
|
|
|
@Override public void close() {
|
|
flushBuilder();
|
|
}
|
|
|
|
@Override public void flush() {
|
|
flushBuilder();
|
|
}
|
|
|
|
@Override public void write(char[] buf, int offset, int count) {
|
|
for(int i = 0; i < count; i++) {
|
|
char c = buf[offset + i];
|
|
if ( c == '\n') {
|
|
flushBuilder();
|
|
}
|
|
else {
|
|
mBuilder.append(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void flushBuilder() {
|
|
if (mBuilder.length() > 0) {
|
|
Log.v("GLSurfaceView", mBuilder.toString());
|
|
mBuilder.delete(0, mBuilder.length());
|
|
}
|
|
}
|
|
|
|
private StringBuilder mBuilder = new StringBuilder();
|
|
}
|
|
|
|
private static final Semaphore sEglSemaphore = new Semaphore(1);
|
|
private boolean mSizeChanged = true;
|
|
|
|
private GLThread mGLThread;
|
|
private EGLConfigChooser mEGLConfigChooser;
|
|
private GLWrapper mGLWrapper;
|
|
private int mDebugFlags;
|
|
}
|