691 lines
35 KiB
Plaintext
691 lines
35 KiB
Plaintext
page.title=OpenGL ES
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page.tags="games"
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#basics">The Basics</a>
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<ol>
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<li><a href="#packages">OpenGL ES packages</a></li>
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</ol>
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<li><a href="#manifest">Declaring OpenGL Requirements</a></li>
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<li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a>
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<ol>
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<li><a href="#proj-es1">Projection and camera in ES 1.0</a></li>
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<li><a href="#proj-es2">Projection and camera in ES 2.0 and higher</a></li>
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</ol>
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</li>
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<li><a href="#faces-winding">Shape Faces and Winding</a></li>
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<li><a href="#compatibility">OpenGL Versions and Device Compatibility</a>
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<ol>
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<li><a href="#textures">Texture compression support</a></li>
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<li><a href="#gl-extension-query">Determining OpenGL extensions</a></li>
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<li><a href="#version-check">Checking OpenGL ES Version</a></li>
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</ol>
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</li>
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<li><a href="#choosing-version">Choosing an OpenGL API Version</a></li>
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</ol>
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<h2>Key classes</h2>
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<ol>
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<li>{@link android.opengl.GLSurfaceView}</li>
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<li>{@link android.opengl.GLSurfaceView.Renderer}</li>
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</ol>
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<h2>Related samples</h2>
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<ol>
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<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li>
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<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.html">GLES20Activity</a></li>
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<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html">TouchRotateActivity</a></li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html">Compressed Textures</a></li>
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</ol>
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<h2>See also</h2>
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<ol>
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<li><a href="{@docRoot}training/graphics/opengl/index.html">
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Displaying Graphics with OpenGL ES</a></li>
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<li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li>
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<li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li>
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<li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li>
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<li><a href="http://www.khronos.org/opengles/3_X/">OpenGL ES 3.x specification</a></li>
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</ol>
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</div>
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</div>
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<p>Android includes support for high performance 2D and 3D graphics with the Open Graphics Library
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(OpenGL®), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a
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standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL
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specification intended for embedded devices. Android supports several versions of the OpenGL ES
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API:</p>
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<ul>
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<li>OpenGL ES 1.0 and 1.1 - This API specification is supported by Android 1.0 and higher.</li>
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<li>OpenGL ES 2.0 - This API specification is supported by Android 2.2 (API level 8) and higher.
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</li>
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<li>OpenGL ES 3.0 - This API specification is supported by Android 4.3 (API level 18) and higher.
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</li>
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</ul>
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<p class="caution"><strong>Caution:</strong>
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Support of the OpenGL ES 3.0 API on a device requires an implementation of this graphics
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pipeline provided by the device manufacturer. A device running Android 4.3 or higher <em>may
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not support</em> the OpenGL ES 3.0 API. For information on checking what version of OpenGL ES
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is supported at run time, see <a href="#version-check">Checking OpenGL ES Version</a>.
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</p>
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<p class="note"><strong>Note:</strong>
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The specific API provided by the Android framework is similar to the J2ME JSR239 OpenGL ES API,
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but is not identical. If you are familiar with J2ME JSR239 specification, be alert for
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variations.</p>
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<h2 id="basics">The Basics</h2>
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<p>Android supports OpenGL both through its framework API and the Native Development
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Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the
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NDK, see the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.
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<p>There are two foundational classes in the Android framework that let you create and manipulate
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graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link
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android.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application,
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understanding how to implement these classes in an activity should be your first objective.
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</p>
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<dl>
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<dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt>
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<dd>This class is a {@link android.view.View} where you can draw and manipulate objects using
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OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use
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this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your
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{@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture
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touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to
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implement the touch listeners, as shown in OpenGL training lesson,
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<a href="{@docRoot}training/graphics/opengl/touch.html">Responding to Touch Events</a>.</dd>
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<dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt>
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<dd>This interface defines the methods required for drawing graphics in a {@link
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android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a
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separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using
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{@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer)
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GLSurfaceView.setRenderer()}.
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<p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the
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following methods:</p>
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<ul>
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<li>
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{@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
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javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()}: The system calls this
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method once, when creating the {@link android.opengl.GLSurfaceView}. Use this method to perform
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actions that need to happen only once, such as setting OpenGL environment parameters or
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initializing OpenGL graphic objects.
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</li>
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<li>
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{@link
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android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
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onDrawFrame()}: The system calls this method on each redraw of the {@link
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android.opengl.GLSurfaceView}. Use this method as the primary execution point for
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drawing (and re-drawing) graphic objects.</li>
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<li>
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{@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
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int, int) onSurfaceChanged()}: The system calls this method when the {@link
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android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link
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android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls
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this method when the device changes from portrait to landscape orientation. Use this method to
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respond to changes in the {@link android.opengl.GLSurfaceView} container.
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</li>
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</ul>
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</dd>
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</dl>
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<h3 id="packages">OpenGL ES packages</h3>
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<p>Once you have established a container view for OpenGL ES using {@link
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android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin
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calling OpenGL APIs using the following classes:</p>
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<ul>
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<li>OpenGL ES 1.0/1.1 API Packages
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<ul>
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<li>{@link android.opengl} - This package provides a static interface to the OpenGL ES
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1.0/1.1 classes and better performance than the {@code javax.microedition.khronos} package
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interfaces.
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<ul>
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<li>{@link android.opengl.GLES10}</li>
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<li>{@link android.opengl.GLES10Ext}</li>
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<li>{@link android.opengl.GLES11}</li>
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<li>{@link android.opengl.GLES11Ext}</li>
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</ul>
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</li>
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<li>{@link javax.microedition.khronos.opengles} - This package provides the standard
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implementation of OpenGL ES 1.0/1.1.
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<ul>
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<li>{@link javax.microedition.khronos.opengles.GL10}</li>
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<li>{@link javax.microedition.khronos.opengles.GL10Ext}</li>
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<li>{@link javax.microedition.khronos.opengles.GL11}</li>
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<li>{@link javax.microedition.khronos.opengles.GL11Ext}</li>
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<li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li>
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</ul>
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</li>
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</ul>
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</li>
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<li>OpenGL ES 2.0 API Class
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<ul>
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<li>{@link android.opengl.GLES20 android.opengl.GLES20} - This package provides the
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interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API level 8).</li>
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</ul>
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</li>
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<li>OpenGL ES 3.0 API Class
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<ul>
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<li>{@link android.opengl.GLES30 android.opengl.GLES30} - This package provides the
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interface to OpenGL ES 3.0 and is available starting with Android 4.3 (API level 18).</li>
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</ul>
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</li>
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</ul>
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<p>If you want to start building an app with OpenGL ES right away, follow the
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<a href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a>
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class.
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</p>
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<h2 id="manifest">Declaring OpenGL Requirements</h2>
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<p>If your application uses OpenGL features that are not available on all devices, you must include
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these requirements in your <a
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href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a> file.
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Here are the most common OpenGL manifest declarations:</p>
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<ul>
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<li><strong>OpenGL ES version requirements</strong> - If your application only supports OpenGL ES
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2.0, you must declare that requirement by adding the following settings to your manifest as
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shown below.
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<pre>
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<!-- Tell the system this app requires OpenGL ES 2.0. -->
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<uses-feature android:glEsVersion="0x00020000" android:required="true" />
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</pre>
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<p>Adding this declaration causes Google Play to restrict your application from being
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installed on devices that do not support OpenGL ES 2.0. If your application is exclusively for
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devices that support OpenGL ES 3.0, you can also specify this in your manifest:</p>
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<pre>
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<!-- Tell the system this app requires OpenGL ES 3.0. -->
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<uses-feature android:glEsVersion="0x00030000" android:required="true" />
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</pre>
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<p class="note"><strong>Note:</strong>
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The OpenGL ES 3.0 API is backwards-compatible with the 2.0 API, which means you can be more
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flexible with your implementation of OpenGL ES in your application. By declaring the OpenGL
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ES 2.0 API as a requirement in your manifest, you can use that API version as a default, check
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for the availability of the 3.0 API at run time and then use OpenGL ES 3.0 features if the
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device supports it. For more information about checking the OpenGL ES version supported by a
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device, see <a href="#version-check">Checking OpenGL ES Version</a>.
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</p>
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</li>
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<li><strong>Texture compression requirements</strong> - If your application uses texture
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compression formats, you must declare the formats your application supports in your manifest file
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using <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
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<supports-gl-texture>}</a>. For more information about available texture compression
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formats, see <a href="#textures">Texture compression support</a>.
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<p>Declaring texture compression requirements in your manifest hides your application from users
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with devices that do not support at least one of your declared compression types. For more
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information on how Google Play filtering works for texture compressions, see the <a
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href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering">
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Google Play and texture compression filtering</a> section of the {@code
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<supports-gl-texture>} documentation.</p>
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</li>
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</ul>
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<h2 id="coordinate-mapping">Mapping Coordinates for Drawn Objects</h2>
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<p>One of the basic problems in displaying graphics on Android devices is that their screens can
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vary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily
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draws those coordinates onto your typically non-square screen as if it is perfectly square.</p>
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<img src="{@docRoot}images/opengl/coordinates.png">
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<p class="img-caption">
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<strong>Figure 1.</strong> Default OpenGL coordinate system (left) mapped to a typical Android
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device screen (right).
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</p>
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<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the
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left, and how these coordinates actually map to a typical device screen in landscape orientation
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on the right. To solve this problem, you can apply OpenGL projection modes and camera views to
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transform coordinates so your graphic objects have the correct proportions on any display.</p>
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<p>In order to apply projection and camera views, you create a projection matrix and a camera view
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matrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the
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coordinates of your graphics so that they map correctly to Android device screens. The camera view
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matrix creates a transformation that renders objects from a specific eye position.</p>
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<h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3>
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<p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then
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adding them to the OpenGL environment.</p>
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<ol>
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<li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the
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device screen in order to recalculate object coordinates so they are drawn with correct proportions.
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The following example code demonstrates how to modify the {@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
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int, int) onSurfaceChanged()} method of a {@link android.opengl.GLSurfaceView.Renderer}
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implementation to create a projection matrix based on the screen's aspect ratio and apply it to the
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OpenGL rendering environment.
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<pre>
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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gl.glViewport(0, 0, width, height);
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// make adjustments for screen ratio
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float ratio = (float) width / height;
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gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
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gl.glLoadIdentity(); // reset the matrix to its default state
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gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix
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}
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</pre>
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</li>
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<li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system
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using a projection matrix, you must also apply a camera view. The following example code shows how
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to modify the {@link
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android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
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onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer}
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implementation to apply a model view and use the
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{@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float,
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float, float, float, float, float, float) GLU.gluLookAt()} utility to create a viewing tranformation
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which simulates a camera position.
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<pre>
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public void onDrawFrame(GL10 gl) {
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...
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// Set GL_MODELVIEW transformation mode
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity(); // reset the matrix to its default state
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// When using GL_MODELVIEW, you must set the camera view
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GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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...
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}
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</pre>
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</li>
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</ol>
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<h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0 and higher</h3>
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<p>In the ES 2.0 and 3.0 APIs, you apply projection and camera view by first adding a matrix member
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to the vertex shaders of your graphics objects. With this matrix member added, you can then
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generate and apply projection and camera viewing matrices to your objects.</p>
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<ol>
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<li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
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and include it as a multiplier of the shader's position. In the following example vertex shader
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code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing
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matrices to the coordinates of objects that use this shader.
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<pre>
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private final String vertexShaderCode =
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// This matrix member variable provides a hook to manipulate
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// the coordinates of objects that use this vertex shader.
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"uniform mat4 uMVPMatrix; \n" +
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"attribute vec4 vPosition; \n" +
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"void main(){ \n" +
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// The matrix must be included as part of gl_Position
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// Note that the uMVPMatrix factor *must be first* in order
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// for the matrix multiplication product to be correct.
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" gl_Position = uMVPMatrix * vPosition; \n" +
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"} \n";
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</pre>
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<p class="note"><strong>Note:</strong> The example above defines a single transformation matrix
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member in the vertex shader into which you apply a combined projection matrix and camera view
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matrix. Depending on your application requirements, you may want to define separate projection
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matrix and camera viewing matrix members in your vertex shaders so you can change them
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independently.</p>
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</li>
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<li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
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apply projection and camera view, you can then access that variable to apply projection and
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camera viewing matrices. The following code shows how to modify the {@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
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javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} method of a {@link
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android.opengl.GLSurfaceView.Renderer} implementation to access the matrix
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variable defined in the vertex shader above.
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<pre>
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public void onSurfaceCreated(GL10 unused, EGLConfig config) {
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...
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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...
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}
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</pre>
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</li>
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<li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and
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viewing matrices to be applied the graphic objects. The following example code shows how to modify
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the {@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated onSurfaceCreated()} and
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{@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged onSurfaceChanged()} methods of a
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{@link android.opengl.GLSurfaceView.Renderer} implementation to create camera view matrix and a
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projection matrix based on the screen aspect ratio of the device.
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<pre>
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public void onSurfaceCreated(GL10 unused, EGLConfig config) {
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...
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// Create a camera view matrix
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Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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}
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public void onSurfaceChanged(GL10 unused, int width, int height) {
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GLES20.glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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// create a projection matrix from device screen geometry
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Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
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}
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</pre>
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</li>
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<li><strong>Apply projection and camera viewing matrices</strong> - To apply the projection and
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camera view transformations, multiply the matrices together and then set them into the vertex
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shader. The following example code shows how modify the {@link
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android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
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onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to combine
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the projection matrix and camera view created in the code above and then apply it to the graphic
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objects to be rendered by OpenGL.
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||
|
||
<pre>
|
||
public void onDrawFrame(GL10 unused) {
|
||
...
|
||
// Combine the projection and camera view matrices
|
||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
|
||
|
||
// Apply the combined projection and camera view transformations
|
||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
||
|
||
// Draw objects
|
||
...
|
||
}
|
||
</pre>
|
||
</li>
|
||
</ol>
|
||
<p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a
|
||
href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class.</p>
|
||
|
||
|
||
<h2 id="faces-winding">Shape Faces and Winding</h2>
|
||
|
||
<p>In OpenGL, the face of a shape is a surface defined by three or more points in three-dimensional
|
||
space. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face
|
||
and a back face. How do you know which face is front and which is the back? Good question. The
|
||
answer has to do with winding, or, the direction in which you define the points of a shape.</p>
|
||
|
||
<img src="{@docRoot}images/opengl/ccw-winding.png">
|
||
<p class="img-caption">
|
||
<strong>Figure 1.</strong> Illustration of a coordinate list which translates into a
|
||
counterclockwise drawing order.</p>
|
||
|
||
<p>In this example, the points of the triangle are defined in an order such that they are drawn in a
|
||
counterclockwise direction. The order in which these coordinates are drawn defines the winding
|
||
direction for the shape. By default, in OpenGL, the face which is drawn counterclockwise is the
|
||
front face. The triangle shown in Figure 1 is defined so that you are looking at the front face of
|
||
the shape (as interpreted by OpenGL) and the other side is the back face.</p>
|
||
|
||
<p>Why is it important to know which face of a shape is the front face? The answer has to do with a
|
||
commonly used feature of OpenGL, called face culling. Face culling is an option for the OpenGL
|
||
environment which allows the rendering pipeline to ignore (not calculate or draw) the back face of a
|
||
shape, saving time, memory and processing cycles:</p>
|
||
|
||
<pre>
|
||
// enable face culling feature
|
||
gl.glEnable(GL10.GL_CULL_FACE);
|
||
// specify which faces to not draw
|
||
gl.glCullFace(GL10.GL_BACK);
|
||
</pre>
|
||
|
||
<p>If you try to use the face culling feature without knowing which sides of your shapes are the
|
||
front and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all.
|
||
So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.</p>
|
||
|
||
<p class="note"><strong>Note:</strong> It is possible to set an OpenGL environment to treat the
|
||
clockwise face as the front face, but doing so requires more code and is likely to confuse
|
||
experienced OpenGL developers when you ask them for help. So don’t do that.</p>
|
||
|
||
|
||
<h2 id="compatibility">OpenGL Versions and Device Compatibility</h2>
|
||
|
||
<p>The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0.
|
||
Beginning with Android 2.2 (API level 8), the framework supports the OpenGL ES 2.0 API
|
||
specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new
|
||
applications being developed with OpenGL. OpenGL ES 3.0 is supported with Android 4.3
|
||
(API level 18) and higher, on devices that provide an implementation of the OpenGL ES 3.0 API.
|
||
For information about the relative number of Android-powered devices
|
||
that support a given version of OpenGL ES, see the
|
||
<a href="{@docRoot}about/dashboards/index.html#OpenGL">OpenGL ES Version Dashboard</a>.</p>
|
||
|
||
<p>Graphics programming with OpenGL ES 1.0/1.1 API is significantly different than using the 2.0
|
||
and higher versions. The 1.x version of the API has more convenience methods and a fixed graphics
|
||
pipeline, while the OpenGL ES 2.0 and 3.0 APIs provide more direct control of the pipeline through
|
||
use of OpenGL shaders. You should carefully consider the graphics requirements and choose the API
|
||
version that works best for your application. For more information, see
|
||
<a href="#choosing-version">Choosing an OpenGL API Version</a>.</p>
|
||
|
||
<p>The OpenGL ES 3.0 API provides additional features and better performance than the 2.0 API and is
|
||
also backward compatible. This means that you can potentially write your application targeting
|
||
OpenGL ES 2.0 and conditionally include OpenGL ES 3.0 graphics features if they are available. For
|
||
more information on checking for availability of the 3.0 API, see
|
||
<a href="#version-check">Checking OpenGL ES Version</a></p>
|
||
|
||
|
||
<h3 id="textures">Texture compression support</h3>
|
||
|
||
<p>Texture compression can significantly increase the performance of your OpenGL application by
|
||
reducing memory requirements and making more efficient use of memory bandwidth. The Android
|
||
framework provides support for the ETC1 compression format as a standard feature, including a {@link
|
||
android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in the
|
||
Android SDK at {@code <sdk>/tools/}). For an example of an Android application that uses
|
||
texture compression, see the {@code CompressedTextureActivity} code sample in Android SDK
|
||
({@code <sdk>/samples/<version>/ApiDemos/src/com/example/android/apis/graphics/}).</p>
|
||
|
||
<p class="caution"><strong>Caution:</strong> The ETC1 format is supported by most Android devices,
|
||
but it not guaranteed to be available. To check if the ETC1 format is supported on a device, call
|
||
the {@link android.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.</p>
|
||
|
||
<p class="note"><b>Note:</b> The ETC1 texture compression format does not support textures with an
|
||
transparency (alpha channel). If your application requires textures with transparency, you should
|
||
investigate other texture compression formats available on your target devices.</p>
|
||
|
||
<p>The ETC2/EAC texture compression formats are guaranteed to be available when using the OpenGL ES
|
||
3.0 API. This texture format offers excellent compression ratios with high visual quality and the
|
||
format also supports transparency (alpha channel).</p>
|
||
|
||
<p>Beyond the ETC formats, Android devices have varied support for texture compression based on
|
||
their GPU chipsets and OpenGL implementations. You should investigate texture compression support on
|
||
the devices you are are targeting to determine what compression types your application should
|
||
support. In order to determine what texture formats are supported on a given device, you must <a
|
||
href="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>,
|
||
which identify what texture compression formats (and other OpenGL features) are supported by the
|
||
device. Some commonly supported texture compression formats are as follows:</p>
|
||
|
||
<ul>
|
||
<li><strong>ATITC (ATC)</strong> - ATI texture compression (ATITC or ATC) is available on a
|
||
wide variety of devices and supports fixed rate compression for RGB textures with and without
|
||
an alpha channel. This format may be represented by several OpenGL extension names, for example:
|
||
<ul>
|
||
<li>{@code GL_AMD_compressed_ATC_texture}</li>
|
||
<li>{@code GL_ATI_texture_compression_atitc}</li>
|
||
</ul>
|
||
</li>
|
||
<li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide
|
||
variety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel.
|
||
This format is represented by the following OpenGL extension name:
|
||
<ul>
|
||
<li>{@code GL_IMG_texture_compression_pvrtc}</li>
|
||
</ul>
|
||
</li>
|
||
<li><strong>S3TC (DXT<em>n</em>/DXTC)</strong> - S3 texture compression (S3TC) has several
|
||
format variations (DXT1 to DXT5) and is less widely available. The format supports RGB textures with
|
||
4-bit alpha or 8-bit alpha channels. This format may be represented by several OpenGL extension
|
||
names, for example:
|
||
<ul>
|
||
<li>{@code GL_OES_texture_compression_S3TC}</li>
|
||
<li>{@code GL_EXT_texture_compression_s3tc}</li>
|
||
<li>{@code GL_EXT_texture_compression_dxt1}</li>
|
||
<li>{@code GL_EXT_texture_compression_dxt3}</li>
|
||
<li>{@code GL_EXT_texture_compression_dxt5}</li>
|
||
</ul>
|
||
</li>
|
||
<li><strong>3DC</strong> - 3DC texture compression (3DC) is a less widely available format that
|
||
supports RGB textures with an alpha channel. This format is represented by the following OpenGL
|
||
extension name:
|
||
<ul>
|
||
<li>{@code GL_AMD_compressed_3DC_texture}</li>
|
||
</ul>
|
||
</li>
|
||
</ul>
|
||
|
||
<p class="warning"><strong>Warning:</strong> These texture compression formats are <em>not
|
||
supported</em> on all devices. Support for these formats can vary by manufacturer and device. For
|
||
information on how to determine what texture compression formats are on a particular device, see
|
||
the next section.
|
||
</p>
|
||
|
||
<p class="note"><strong>Note:</strong> Once you decide which texture compression formats your
|
||
application will support, make sure you declare them in your manifest using <a
|
||
href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture>
|
||
</a>. Using this declaration enables filtering by external services such as Google Play, so that
|
||
your app is installed only on devices that support the formats your app requires. For details, see
|
||
<a
|
||
href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p>
|
||
|
||
|
||
<h3 id="gl-extension-query">Determining OpenGL extensions</h3>
|
||
<p>Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API
|
||
that are supported. These extensions include texture compressions, but typically also include other
|
||
extensions to the OpenGL feature set.</p>
|
||
|
||
<p>To determine what texture compression formats, and other OpenGL extensions, are supported on a
|
||
particular device:</p>
|
||
<ol>
|
||
<li>Run the following code on your target devices to determine what texture compression
|
||
formats are supported:
|
||
<pre>
|
||
String extensions = javax.microedition.khronos.opengles.GL10.glGetString(
|
||
GL10.GL_EXTENSIONS);
|
||
</pre>
|
||
<p class="warning"><b>Warning:</b> The results of this call <em>vary by device model!</em> You
|
||
must run this call on several target devices to determine what compression types are commonly
|
||
supported.</p>
|
||
</li>
|
||
<li>Review the output of this method to determine what OpenGL extensions are supported on the
|
||
device.</li>
|
||
</ol>
|
||
|
||
|
||
<h3 id="version-check">Checking OpenGL ES Version</h3>
|
||
|
||
<p>There are several versions of the OpenGL ES available on Android devices. You can specify the
|
||
minimum version of the API your application requires in your <a href="#manifest">manifest</a>, but
|
||
you may also want to take advantage of features in a newer API at the same time. For example,
|
||
the OpenGL ES 3.0 API is backward-compatible with the 2.0 version of the API, so you may want to
|
||
write your application so that it uses OpenGL ES 3.0 features, but falls back to the 2.0 API if the
|
||
3.0 API is not available.</p>
|
||
|
||
<p>Before using OpenGL ES features from a version higher than the minimum required in your
|
||
application manifest, your application should check the version of the API available on the device.
|
||
You can do this in one of two ways:</p>
|
||
|
||
<ol>
|
||
<li>Attempt create the higher-level OpenGL ES context ({@link android.opengl.EGLContext}) and
|
||
check the result.</li>
|
||
<li>Create a minimum-supported OpenGL ES context and check the version value.</li>
|
||
</ol>
|
||
|
||
<p>The following example code demonstrates how to check the available OpenGL ES version by creating
|
||
an {@link android.opengl.EGLContext} and checking the result. This example shows how to check for
|
||
OpenGL ES 3.0 version:</p>
|
||
|
||
<pre>
|
||
private static double glVersion = 3.0;
|
||
|
||
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 " + glVersion + " context");
|
||
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, (int) glVersion,
|
||
EGL10.EGL_NONE };
|
||
// attempt to create a OpenGL ES 3.0 context
|
||
EGLContext context = egl.eglCreateContext(
|
||
display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
|
||
return context; // returns null if 3.0 is not supported;
|
||
}
|
||
}
|
||
</pre>
|
||
|
||
<p>If the {@code createContext()} method show above returns null, your code should create a OpenGL
|
||
ES 2.0 context instead and fall back to using only that API.</p>
|
||
|
||
<p>The following code example demonstrates how to check the OpenGL ES version by creating a minimum
|
||
supported context first, and then checking the version string:</p>
|
||
|
||
<pre>
|
||
// Create a minimum supported OpenGL ES context, then check:
|
||
String version = javax.microedition.khronos.opengles.GL10.glGetString(
|
||
GL10.GL_VERSION);
|
||
Log.w(TAG, "Version: " + version );
|
||
// The version format is displayed as: "OpenGL ES <major>.<minor>"
|
||
// followed by optional content provided by the implementation.
|
||
</pre>
|
||
|
||
<p>With this approach, if you discover that the device supports a higher-level API version, you
|
||
must destroy the minimum OpenGL ES context and create a new context with the higher
|
||
available API version.</p>
|
||
|
||
|
||
<h2 id="choosing-version">Choosing an OpenGL API Version</h2>
|
||
|
||
<p>OpenGL ES 1.0 API version (and the 1.1 extensions), version 2.0, and version 3.0 all provide high
|
||
performance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics
|
||
progamming for OpenGL ES 2.0 and 3.0 is largely similar, with version 3.0 representing a superset
|
||
of the 2.0 API with additional features. Programming for the OpenGL ES 1.0/1.1 API versus OpenGL ES
|
||
2.0 and 3.0 differs significantly, and so developers should carefully consider the following
|
||
factors before starting development with these APIs:</p>
|
||
|
||
<ul>
|
||
<li><strong>Performance</strong> - In general, OpenGL ES 2.0 and 3.0 provide faster graphics
|
||
performance than the ES 1.0/1.1 APIs. However, the performance difference can vary depending on
|
||
the Android device your OpenGL application is running on, due to differences in hardware
|
||
manufacturer's implementation of the OpenGL ES graphics pipeline.</li>
|
||
<li><strong>Device Compatibility</strong> - Developers should consider the types of devices,
|
||
Android versions and the OpenGL ES versions available to their customers. For more information
|
||
on OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and
|
||
Device Compatibility</a> section.</li>
|
||
<li><strong>Coding Convenience</strong> - The OpenGL ES 1.0/1.1 API provides a fixed function
|
||
pipeline and convenience functions which are not available in the OpenGL ES 2.0 or 3.0 APIs.
|
||
Developers who are new to OpenGL ES may find coding for version 1.0/1.1 faster and more
|
||
convenient.</li>
|
||
<li><strong>Graphics Control</strong> - The OpenGL ES 2.0 and 3.0 APIs provide a higher degree
|
||
of control by providing a fully programmable pipeline through the use of shaders. With more
|
||
direct control of the graphics processing pipeline, developers can create effects that would be
|
||
very difficult to generate using the 1.0/1.1 API.</li>
|
||
<li><strong>Texture Support</strong> - The OpenGL ES 3.0 API has the best support for texture
|
||
compression because it guarantees availability of the ETC2 compression format, which supports
|
||
transparency. The 1.x and 2.0 API implementations usually include support for ETC1, however
|
||
this texture format does not support transparency and so you must typically provide resources
|
||
in other compression formats supported by the devices you are targeting. For more information,
|
||
see <a href="#textures">Texture compression support</a>.</li>
|
||
</ul>
|
||
|
||
<p>While performance, compatibility, convenience, control and other factors may influence your
|
||
decision, you should pick an OpenGL API version based on what you think provides the best experience
|
||
for your users.</p>
|
||
|