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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