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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.triangle;
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
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