如何封装 opengl 流程 – 以为android-opengl-canvas例
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我们在 OpenGL绘制一张图片的流程–以android-openGL-canvas为例
里看到,要使用opengl进行绘制,要实现的流程相当地繁琐,那么我们能不能对其进行封装,使绘制更加简单呢?
接下来还是以 android-openGL-canvas 为例子进行说明。
在 OpenGL绘制一张图片的流程–以android-openGL-canvas为例 里面,提到了实现的3个流程,其中第一和第二个流程是初始化的流程,基本上只需要走一遍,所以我们可以考虑将这两个流程进行封装。
封装后的类就是
EglHelper
GLThread
EglHelper
EglHelper封装了 创建 eglContext 和 创建 surface 的功能,主要的实现代码是:
public EGLContext start(EGLContext eglContext) { if (GLThread.LOG_EGL) { Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId()); } /* * Get an EGL instance */ mEgl = (EGL10) EGLContext.getEGL(); /* * Get to the default display. */ mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetDisplay failed"); } /* * We can now initialize EGL for that display */ int[] version = new int[2]; if (!mEgl.eglInitialize(mEglDisplay, version)) { throw new RuntimeException("eglInitialize failed"); } mEglConfig = eglConfigChooser.chooseConfig(mEgl, mEglDisplay); /* * Create an EGL context. We want to do this as rarely as we can, because an * EGL context is a somewhat heavy object. */ mEglContext = eglContextFactory.createContext(mEgl, mEglDisplay, mEglConfig, eglContext); if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { mEglContext = null; throwEglException("createContext"); } if (GLThread.LOG_EGL) { Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId()); } mEglSurface = null; return mEglContext; } public boolean createSurface(Object surface) { if (GLThread.LOG_EGL) { Log.w("EglHelper", "createSurface() tid=" + Thread.currentThread().getId()); } /* * Check preconditions. */ if (mEgl == null) { throw new RuntimeException("egl not initialized"); } if (mEglDisplay == null) { throw new RuntimeException("eglDisplay not initialized"); } if (mEglConfig == null) { throw new RuntimeException("mEglConfig not initialized"); } /* * The window size has changed, so we need to create a new * surface. */ destroySurfaceImp(); /* * Create an EGL surface we can render into. */ mEglSurface = eglWindowSurfaceFactory.createWindowSurface(mEgl, mEglDisplay, mEglConfig, surface); if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { int error = mEgl.eglGetError(); if (error == EGL10.EGL_BAD_NATIVE_WINDOW) { Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW."); } return false; } /* * Before we can issue GL commands, we need to make sure * the context is current and bound to a surface. */ if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { /* * Could not make the context current, probably because the underlying * SurfaceView surface has been destroyed. */ logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError()); return false; } return true; }
可以看到两个方法的参数,说明EGLContext 和 surface 可以从外部传入。也就是说,可以和其它线程共享一个EGLContext,这样就可以使用其它线程绑定的texture了。而surface,是绘制的东西的承载者,可以是TextureView的SurfaceTexture,可以是GLSurfaceView的surfaceHolder,可以是MediaCodec的surface(用于录制视频);所以surface的类型是Object。
GLThread
GLThread是一个继承Thread的类,我们可以不在主线程进行绘制。
主要的运行代码如下:
while (true) { synchronized (sGLThreadManager) { while (true) { ... mEglContext = mEglHelper.start(mEglContext); ... sGLThreadManager.wait(); ... } } ... mEglHelper.createSurface(mSurface)) ... mRenderer.onSurfaceCreated(gl, mEglHelper.getEglConfig()); // OpenGL第三步流程,绘制流程 ... mRenderer.onSurfaceChanged(gl, w, h); // OpenGL第三步流程,绘制流程 ... mRenderer.onDrawFrame(gl); // OpenGL第三步流程,绘制流程 ... }
- 为了支持持续不断地刷新界面,也就是RENDERMODE_CONTINUOUSLY的renderMode模式,需要在这个线程里while(true)无限循环地运行
- 为了支持需要时才刷新界面,也就是RENDERMODE_WHEN_DIRTY的renderMode模式,需要sGLThreadManager.wait();
public void requestRender() { synchronized (sGLThreadManager) { mRequestRender = true; sGLThreadManager.notifyAll(); } }
- 其中synchronized (sGLThreadManager)的部分是用于线程之间通信,外部线程可以停止和恢复这个线程
public void onResume() { synchronized (sGLThreadManager) { if (LOG_PAUSE_RESUME) { Log.i("GLThread", "onResume tid=" + getId()); } mRequestPaused = false; mRequestRender = true; mRenderComplete = false; sGLThreadManager.notifyAll(); while ((!mExited) && mPaused && (!mRenderComplete)) { if (LOG_PAUSE_RESUME) { Log.i("Main thread", "onResume waiting for !mPaused."); } try { sGLThreadManager.wait(); } catch (InterruptedException ex) { Thread.currentThread().interrupt(); } } } } public void onPause() { synchronized (sGLThreadManager) { if (LOG_PAUSE_RESUME) { Log.i("GLThread", "onPause tid=" + getId()); } mRequestPaused = true; sGLThreadManager.notifyAll(); while ((!mExited) && (!mPaused)) { if (LOG_PAUSE_RESUME) { Log.i("Main thread", "onPause waiting for mPaused."); } try { sGLThreadManager.wait(); } catch (InterruptedException ex) { Thread.currentThread().interrupt(); } } } }
- 前文中提及的 EglHelper 和 GLThread 都是由GLSurfaceView里的内部类修改而来的,增加了从外部传入EGLContext和surface等功能,所以此处使用Builder模式,能够定制化地create一个GLThread对象。
public static class Builder { private EGLConfigChooser configChooser; private EGLContextFactory eglContextFactory; private EGLWindowSurfaceFactory eglWindowSurfaceFactory; private GLSurfaceView.Renderer renderer; private GLWrapper mGLWrapper = null; private int eglContextClientVersion = 2; private int debugFlags = 0; private int renderMode = RENDERMODE_WHEN_DIRTY; private Object surface; private EGLContext eglContext = EGL10.EGL_NO_CONTEXT; public Builder setSurface(Object surface) { this.surface = surface; return this; } public Builder setEGLConfigChooser(boolean needDepth) { setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth, eglContextClientVersion)); return this; } public Builder setEGLConfigChooser(EGLConfigChooser configChooser) { this.configChooser = configChooser; return this; } public Builder setEGLConfigChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) { setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, blueSize, alphaSize, depthSize, stencilSize, eglContextClientVersion)); return this; } public Builder setEglContextFactory(EGLContextFactory eglContextFactory) { this.eglContextFactory = eglContextFactory; return this; } public Builder setEglWindowSurfaceFactory(EGLWindowSurfaceFactory eglWindowSurfaceFactory) { this.eglWindowSurfaceFactory = eglWindowSurfaceFactory; return this; } public Builder setRenderer(GLSurfaceView.Renderer renderer) { this.renderer = renderer; return this; } public Builder setmGLWrapper(GLWrapper mGLWrapper) { this.mGLWrapper = mGLWrapper; return this; } public Builder setEglContextClientVersion(int eglContextClientVersion) { this.eglContextClientVersion = eglContextClientVersion; return this; } public Builder setDebugFlags(int debugFlags) { this.debugFlags = debugFlags; return this; } public Builder setRenderMode(int renderMode) { this.renderMode = renderMode; return this; } public void setSharedEglContext(@NonNull EGLContext sharedEglContext) { this.eglContext = sharedEglContext; } public GLThread createGLThread() { if (renderer == null) { throw new NullPointerException("renderer has not been set"); } if (surface == null && eglWindowSurfaceFactory == null) { throw new NullPointerException("surface has not been set"); } if (configChooser == null) { configChooser = new SimpleEGLConfigChooser(true, eglContextClientVersion); } if (eglContextFactory == null) { eglContextFactory = new DefaultContextFactory(eglContextClientVersion); } if (eglWindowSurfaceFactory == null) { eglWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); } return new GLThread(configChooser, eglContextFactory, eglWindowSurfaceFactory, renderer, mGLWrapper, debugFlags, renderMode, surface, eglContext); } }
主要关注点是configChooser, eglContextFactory, eglWindowSurfaceFactory,这3个变量分别定义了EGLConfig, EGLContext, EGLSurface。
以上就是第一第二步流程地封装。至于第三步流程,其实在 OpenGL绘制一张图片的流程–以android-openGL-canvas为例 里也已经引用了相关代码,总结就是封装成了GLES20Canvas ,有兴趣地可以进去查看。
下一篇文章会讲如何使用封装好的GLThread – 实现一个代替GLSurfaceView的GLTextureView。
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