|
Android example source code file (GLView.java)
The GLView.java Android example source code/* * Copyright (C) 2008 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.google.android.opengles.spritetext; import android.content.Context; import android.util.AttributeSet; import android.view.SurfaceHolder; import android.view.SurfaceView; import java.util.ArrayList; import java.util.concurrent.Semaphore; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGL11; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.egl.EGLContext; import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.egl.EGLSurface; import javax.microedition.khronos.opengles.GL; import javax.microedition.khronos.opengles.GL10; /** * An implementation of SurfaceView that uses the dedicated surface for * displaying an OpenGL animation. This allows the animation to run in a * separate thread, without requiring that it be driven by the update mechanism * of the view hierarchy. * * The application-specific rendering code is delegated to a GLView.Renderer * instance. */ class GLView extends SurfaceView implements SurfaceHolder.Callback { GLView(Context context) { super(context); init(); } public GLView(Context context, AttributeSet attrs) { super(context, attrs); init(); } private void init() { // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } public void setRenderer(Renderer renderer) { mGLThread = new GLThread(renderer); mGLThread.start(); } public void surfaceCreated(SurfaceHolder holder) { mGLThread.surfaceCreated(); } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return mGLThread.surfaceDestroyed(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Surface size or format has changed. This should not happen in this // example. mGLThread.onWindowResize(w, h); } /** * Inform the view that the activity is paused. */ public void onPause() { mGLThread.onPause(); } /** * Inform the view that the activity is resumed. */ public void onResume() { mGLThread.onResume(); } /** * Inform the view that the window focus has changed. */ @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mGLThread.onWindowFocusChanged(hasFocus); } /** * 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) { mGLThread.queueEvent(r); } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); mGLThread.requestExitAndWait(); } // ---------------------------------------------------------------------- public interface GLWrapper { GL wrap(GL gl); } // ---------------------------------------------------------------------- /** * A generic renderer interface. */ public interface Renderer { /** * @return the EGL configuration specification desired by the renderer. */ int[] getConfigSpec(); /** * Surface created. * Called when the surface is created. Called when the application * starts, and whenever the GPU is reinitialized. This will * typically happen when the device awakes after going to sleep. * Set your textures here. */ void surfaceCreated(GL10 gl); /** * Surface changed size. * Called after the surface is created and whenever * the OpenGL ES surface size changes. Set your viewport here. * @param gl * @param width * @param height */ void sizeChanged(GL10 gl, int width, int height); /** * Draw the current frame. * @param gl */ void drawFrame(GL10 gl); } /** * An EGL helper class. */ private class EglHelper { public EglHelper() { } /** * Initialize EGL for a given configuration spec. * @param configSpec */ public void start(int[] configSpec){ /* * 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); EGLConfig[] configs = new EGLConfig[1]; int[] num_config = new int[1]; mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1, num_config); mEglConfig = configs[0]; /* * 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; } /* * Create and return an OpenGL 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); } 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. * */ class GLThread extends Thread { GLThread(Renderer renderer) { super(); mDone = false; mWidth = 0; mHeight = 0; 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(); /* * Specify a configuration for our opengl session * and grab the first configuration that matches is */ int[] configSpec = mRenderer.getConfigSpec(); mEglHelper.start(configSpec); 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; } if(needToWait()) { while (needToWait()) { wait(); } } if (mDone) { break; } changed = mSizeChanged; w = mWidth; h = mHeight; mSizeChanged = false; } if (needStart) { mEglHelper.start(configSpec); tellRendererSurfaceCreated = true; changed = true; } if (changed) { gl = (GL10) mEglHelper.createSurface(mHolder); tellRendererSurfaceChanged = true; } if (tellRendererSurfaceCreated) { mRenderer.surfaceCreated(gl); tellRendererSurfaceCreated = false; } if (tellRendererSurfaceChanged) { mRenderer.sizeChanged(gl, w, h); tellRendererSurfaceChanged = false; } if ((w > 0) && (h > 0)) { /* draw a frame here */ mRenderer.drawFrame(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() { return (mPaused || (! mHasFocus) || (! mHasSurface) || mContextLost) && (! mDone); } public void surfaceCreated() { synchronized(this) { mHasSurface = true; mContextLost = false; 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 onWindowFocusChanged(boolean hasFocus) { synchronized (this) { mHasFocus = hasFocus; if (mHasFocus == true) { notify(); } } } public void onWindowResize(int w, int h) { synchronized (this) { mWidth = w; mHeight = h; mSizeChanged = true; } } 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 mHasFocus; private boolean mHasSurface; private boolean mContextLost; private int mWidth; private int mHeight; private Renderer mRenderer; private ArrayList<Runnable> mEventQueue = new ArrayList Other Android examples (source code examples)Here is a short list of links related to this Android GLView.java source code file: |
... this post is sponsored by my books ... | |
#1 New Release! |
FP Best Seller |
Copyright 1998-2024 Alvin Alexander, alvinalexander.com
All Rights Reserved.
A percentage of advertising revenue from
pages under the /java/jwarehouse
URI on this website is
paid back to open source projects.