• android native 实现 OpenGL ES 三角和正方形


    代码参考自

    http://www.cnblogs.com/bpasser/archive/2011/09/25/2189941.html

    自定义GLSurface   并没有实现让surface 一直渲染 只在surfacecreate 时 渲染一次

    package com.opengl;

    import javax.microedition.khronos.egl.EGL10;
    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 android.content.Context;
    import android.graphics.PixelFormat;
    import android.util.Log;
    import android.view.SurfaceHolder;
    import android.view.SurfaceView;
    import android.view.SurfaceHolder.Callback;


    public class GLSurface extends SurfaceView implements Callback{

    private Render render;
    private EGL10 egl;
    private EGLDisplay eglDisplay;
    private EGLSurface eglSurface;
    private EGLContext eglContext;
    private String TAG = "GLSurface";
    private boolean DEBUG = true;
    private int surfaceWidth = 0;
    private int surfaceHeight = 0;

    public GLSurface(Context context) {
    super(context);
    // TODO Auto-generated constructor stub
    SurfaceHolder holder = this.getHolder();
    holder.addCallback(this);
    holder.setFormat(PixelFormat.RGBA_8888);
    }

    public void surfaceChanged(SurfaceHolder arg0, int arg1, int width, int height) {
    // TODO Auto-generated method stub
    Log.e(TAG,"Surface changed");
    if (width > 0 && height > 0
    && (width != this.surfaceWidth || height != this.surfaceHeight)) {

    if (0 == this.surfaceWidth && 0 == this.surfaceHeight) {

    this.surfaceWidth = width;
    this.surfaceHeight = height;
    }
    }
    else
    {

    this.surfaceWidth = width;
    this.surfaceHeight = height;
    }

    //render.Resize(width, height);

    }

    public void surfaceCreated(SurfaceHolder arg0) {
    // TODO Auto-generated method stub
    Log.e(TAG,"pre Surface create");
    InitEGL();
    render.Init();
    if (null != render) {
    render.Resize(surfaceWidth, surfaceHeight);
    }
    render.Render();
    egl.eglSwapBuffers(eglDisplay, eglSurface);

    }
    public void surfaceDestroyed(SurfaceHolder arg0) {
    // TODO Auto-generated method stub
    Log.d(TAG, "pre surfaceDestroyed()...");
    destroyEGL();
    }

    private boolean InitEGL() {
    egl = (EGL10) EGLContext.getEGL();
    //
    eglDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
    if (EGL10.EGL_NO_DISPLAY == eglDisplay) {
    Log.e(TAG, "eglGetDisplay() failed");
    destroyEGL();
    return false;
    }
    //
    int[] eglVersions = new int[2];
    if (egl.eglInitialize(eglDisplay, eglVersions)) {
    if (DEBUG) {
    Log.d(TAG, "EGL version = "
    + eglVersions[0] + "." + eglVersions[1]);
    }
    } else {
    Log.e(TAG, "eglInitialize() failed");
    destroyEGL();
    return false;
    }
    //
    EGLConfig eglConfig;
    int[] attrList = new int[] { //
    EGL10.EGL_SURFACE_TYPE, EGL10.EGL_WINDOW_BIT, //
    EGL10.EGL_RED_SIZE, 5, //
    EGL10.EGL_GREEN_SIZE, 6, //
    EGL10.EGL_BLUE_SIZE, 5, //
    //EGL10.EGL_ALPHA_SIZE, 0, //
    EGL10.EGL_DEPTH_SIZE, 16,//
    //EGL10.EGL_STENCIL_SIZE, 0 ,//
    //EGL10.EGL_RENDERABLE_TYPE, 4 /* EGL_OPENGL_ES2_BIT */,
    // EGL10.EGL_SAMPLE_BUFFERS, 1 /* true */,
    //EGL10.EGL_SAMPLES, 2,
    EGL10.EGL_NONE
    //
    // EGL10.EGL_NONE //
    };
    EGLConfig[] configs = new EGLConfig[1];
    int[] numConfig = new int[1];
    if (egl.eglChooseConfig(eglDisplay, attrList, configs, 1, numConfig)
    && numConfig[0] > 0) {
    eglConfig = configs[0];
    } else {
    Log.e(TAG, "eglChooseConfig() failed");
    destroyEGL();
    return false;
    }

    //
    eglContext = egl.eglCreateContext(eglDisplay, eglConfig,
    EGL10.EGL_NO_CONTEXT, null);
    if (EGL10.EGL_NO_CONTEXT == eglContext) {
    Log.e(TAG, "eglCreateContext() failed");
    destroyEGL();
    return false;
    }
    //
    eglSurface = egl.eglCreateWindowSurface(eglDisplay, eglConfig,
    getHolder(), null);
    if (EGL10.EGL_NO_SURFACE == eglSurface) {
    Log.e(TAG, "eglCreateWindowSurface() failed");
    destroyEGL();
    return false;
    }
    //
    if (!egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface,
    eglContext)) {
    Log.e(TAG, "eglMakeCurrent() failed");
    destroyEGL();
    return false;
    }
    return true;
    // TODO Auto-generated method stub
    }

    private void destroyEGL() {
    // TODO Auto-generated method stub
    egl.eglMakeCurrent(eglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);

    egl.eglDestroySurface(eglDisplay, eglSurface);

    egl.eglDestroyContext(eglDisplay, eglContext);

    egl.eglTerminate(eglDisplay);
    }



    public void setRender(Render render) {
    this.render = render;
    }


    public void onresume()
    {

    }
    public void onpause()
    {

    }

    }



    Render 在Native 代码中实现

    package com.opengl;

    public class CustomRender implements Render{

    static
    {
    System.loadLibrary("MyRender");
    }

    public native void Init();

    public native void Render();

    public native void Resize(int width, int height);

    }


    native 代码  

    com_opengl_CustomRender.c

    #include "com_opengl_CustomRender.h"
    #include "MyRender.h"

    JNIEXPORT void JNICALL Java_com_opengl_CustomRender_Init
    (JNIEnv *env, jobject obj)
    {
    Init();
    }

    JNIEXPORT void JNICALL Java_com_opengl_CustomRender_Render
    (JNIEnv *env, jobject obj)
    {
    Render();
    }

    JNIEXPORT void JNICALL Java_com_opengl_CustomRender_Resize
    (JNIEnv *env, jobject obj, jint width, jint height)
    {
    Resize(width, height);
    }

    MyRender.c

    #include "MyRender.h"
    //#include <GLES/glext.h>
    #include <GLES/gl.h>

    void Init()
    {
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glEnableClientState(GL_VERTEX_ARRAY);        //开启顶点设置功能
    }

    void Resize(int width, int height)
    {
    // glViewport(0, 0, width, height);
    float ratio = width/(float)height;
    glMatrixMode(GL_PROJECTION); // set matrix to projection mode
    glLoadIdentity(); // reset the matrix to its default state //重置阴影矩阵
    glFrustumf(-ratio, ratio, -1, 1, -1, 7); // apply the projection matrix


    }

    static float triangleCoords[] = {
    -0.25f, -0.25f, 0, //
    0.25f, -0.25f, 0, //
    0.0f, 0.433012702f, 0 //

    };

    static float square[] = {
    -0.25f, -0.25f, 0.0f,
    0.25f, -0.25f, 0.0f,
    0.25f, 0.25f, 0.0f,
    -0.25f, 0.25f, 0.0f
    };


    void Render()
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glColor4f(1.0f, 1.0f, 1.0f, 0.0f);

    glVertexPointer(3, GL_FLOAT, 0, triangleCoords); // glVertexPointer(size, type, stride, points);
                                                                          // size -- 顶点尺寸 x,y,z
                                                                          // type -- 顶点类型
                                                                          // stride -- 步长
                                                                          // points -- 顶点缓存
    
    

    glTranslatef(-0.5f, 0.0f, 0.0f );
    glDrawArrays(GL_TRIANGLES, 0, 3); //绘制


    GLushort indices[] = { 0, 1, 2, 0, 2, 3 };

    glVertexPointer(3, GL_FLOAT, 0, square);
    glTranslatef(1.0f, 0.0f, 0.0f);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

    }


    工程代码

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  • 原文地址:https://www.cnblogs.com/soniclq/p/2358267.html
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