AI 145531: am: CL 145523 am: CL 145244 Fully document GLSurfaceView and related classes.
Original author: jackpal Merged from: //branches/cupcake/... Original author: android-build Automated import of CL 145531
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The Android Open Source Project
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580b13017e
commit
b47c641fe8
@@ -16,7 +16,6 @@
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package android.opengl;
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import java.io.IOException;
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import java.io.Writer;
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import java.util.ArrayList;
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import java.util.concurrent.Semaphore;
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@@ -38,32 +37,163 @@ import android.view.SurfaceView;
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/**
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* An implementation of SurfaceView that uses the dedicated surface for
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* displaying an OpenGL animation. This allows the animation to run in a
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* separate thread, without requiring that it be driven by the update mechanism
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* of the view hierarchy.
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* displaying OpenGL rendering.
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* <p>
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* A GLSurfaceView provides the following features:
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* <p>
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* <ul>
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* <li>Manages a surface, which is a special piece of memory that can be
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* composited into the Android view system.
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* <li>Manages an EGL display, which enables OpenGL to render into a surface.
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* <li>Accepts a user-provided Renderer object that does the actual rendering.
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* <li>Renders on a dedicated thread to decouple rendering performance from the
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* UI thread.
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* <li>Supports both on-demand and continuous rendering.
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* <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
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* </ul>
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*
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* <h3>Using GLSurfaceView</h3>
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* <p>
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* Typically you use GLSurfaceView by subclassing it and overriding one or more of the
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* View system input event methods. If your application does not need to override event
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* methods then GLSurfaceView can be used as-is. For the most part
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* GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
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* For example, unlike a regular View, drawing is delegated to a separate Renderer object which
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* is registered with the GLSurfaceView
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* using the {@link #setRenderer(Renderer)} call.
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* <p>
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* <h3>Initializing GLSurfaceView</h3>
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* All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
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* However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
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* more of these methods before calling setRenderer:
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* <ul>
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* <li>{@link #setDebugFlags(int)}
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* <li>{@link #setGLWrapper(GLWrapper)}
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* </ul>
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* <p>
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* <h4>Choosing an EGL Configuration</h4>
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* A given Android device may support multiple possible types of drawing surfaces.
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* The available surfaces may differ in how may channels of data are present, as
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* well as how many bits are allocated to each channel. Therefore, the first thing
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* GLSurfaceView has to do when starting to render is choose what type of surface to use.
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* <p>
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* By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
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* with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
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* if you do not need a depth buffer) you can override the default behavior by calling one of the
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* setEGLConfigChooser methods.
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* <p>
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* <h4>Debug Behavior</h4>
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* You can optionally modify the behavior of GLSurfaceView by calling
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* one or more of the debugging methods {@link #setDebugFlags(int)},
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* and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
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* typically they are called before setRenderer so that they take effect immediately.
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* <p>
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* <h4>Setting a Renderer</h4>
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* Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
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* The renderer is
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* responsible for doing the actual OpenGL rendering.
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* <p>
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* <h3>Rendering Mode</h3>
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* Once the renderer is set, you can control whether the renderer draws
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* continuously or on-demand by calling
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* {@link #setRenderMode}. The default is continuous rendering.
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* <p>
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* <h3>Activity Life-cycle</h3>
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* A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
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* are required to call {@link #onPause()} when the activity pauses and
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* {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
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* pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
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* the OpenGL display.
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* <p>
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* <h3>Handling events</h3>
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* <p>
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* To handle an event you will typically subclass GLSurfaceView and override the
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* appropriate method, just as you would with any other View. However, when handling
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* the event, you may need to communicate with the Renderer object
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* that's running in the rendering thread. You can do this using any
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* standard Java cross-thread communication mechanism. In addition,
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* one relatively easy way to communicate with your renderer is
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* to call
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* {@link #queueEvent(Runnable)}. For example:
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* <pre class="prettyprint">
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* class MyGLSurfaceView extends GLSurfaceView {
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*
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* private MyRenderer mMyRenderer;
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*
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* public void start() {
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* mMyRenderer = ...;
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* setRenderer(mMyRenderer);
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* }
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*
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* public boolean onKeyDown(int keyCode, KeyEvent event) {
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* if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
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* queueEvent(new Runnable() {
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* // This method will be called on the rendering
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* // thread:
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* public void run() {
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* mMyRenderer.handleDpadCenter();
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* }});
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* return true;
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* }
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* return super.onKeyDown(keyCode, event);
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* }
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* }
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* </pre>
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*
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* The application-specific rendering code is delegated to a GLView.Renderer
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* instance.
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*/
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public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
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/**
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* The renderer only renders
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* when the surface is created, or when {@link #requestRender} is called.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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*/
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public final static int RENDERMODE_WHEN_DIRTY = 0;
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/**
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* The renderer is called
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* continuously to re-render the scene.
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*
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* @see #getRenderMode()
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* @see #setRenderMode(int)
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* @see #requestRender()
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*/
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public final static int RENDERMODE_CONTUOUSLY = 1;
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/**
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* Check glError() after every GL call.
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* Check glError() after every GL call and throw an exception if glError indicates
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* that an error has occurred. This can be used to help track down which OpenGL ES call
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* is causing an error.
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_CHECK_GL_ERROR = 1;
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/**
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* Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
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*
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* @see #getDebugFlags
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* @see #setDebugFlags
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*/
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public final static int DEBUG_LOG_GL_CALLS = 2;
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context) {
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super(context);
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init();
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}
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/**
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* Standard View constructor. In order to render something, you
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* must call {@link #setRenderer} to register a renderer.
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*/
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public GLSurfaceView(Context context, AttributeSet attrs) {
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super(context, attrs);
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init();
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@@ -78,8 +208,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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}
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/**
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* Set the glWrapper to a new value. The current glWrapper is used
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* whenever a surface is created. The default value is null.
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* Set the glWrapper. If the glWrapper is not null, its
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* {@link GLWrapper#wrap(GL)} method is called
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* whenever a surface is created. A GLWrapper can be used to wrap
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* the GL object that's passed to the renderer. Wrapping a GL
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* object enables examining and modifying the behavior of the
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* GL calls made by the renderer.
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* <p>
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* Wrapping is typically used for debugging purposes.
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* <p>
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* The default value is null.
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* @param glWrapper the new GLWrapper
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*/
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public void setGLWrapper(GLWrapper glWrapper) {
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@@ -87,7 +225,9 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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}
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/**
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* Set the debug flags to a new value. The debug flags take effect
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* Set the debug flags to a new value. The value is
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* constructed by OR-together zero or more
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* of the DEBUG_CHECK_* constants. The debug flags take effect
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* whenever a surface is created. The default value is zero.
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* @param debugFlags the new debug flags
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* @see #DEBUG_CHECK_GL_ERROR
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@@ -97,13 +237,39 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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mDebugFlags = debugFlags;
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}
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/**
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* Get the current value of the debug flags.
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* @return the current value of the debug flags.
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*/
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public int getDebugFlags() {
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return mDebugFlags;
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}
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/**
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* Set the renderer associated with this view. Can only be called once.
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* @param renderer
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* Set the renderer associated with this view. Also starts the thread that
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* will call the renderer, which in turn causes the rendering to start.
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* <p>This method should be called once and only once in the life-cycle of
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* a GLSurfaceView.
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* <p>The following GLSurfaceView methods can only be called <em>before</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #setEGLConfigChooser(boolean)}
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* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
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* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
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* </ul>
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* <p>
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* The following GLSurfaceView methods can only be called <em>after</em>
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* setRenderer is called:
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* <ul>
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* <li>{@link #getRenderMode()}
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* <li>{@link #onPause()}
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* <li>{@link #onResume()}
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* <li>{@link #queueEvent(Runnable)}
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* <li>{@link #requestRender()}
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* <li>{@link #setRenderMode(int)}
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* </ul>
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*
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* @param renderer the renderer to use to perform OpenGL drawing.
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*/
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public void setRenderer(Renderer renderer) {
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if (mGLThread != null) {
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@@ -118,11 +284,14 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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}
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/**
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* Set the EGLConfigChooser associated with this view. If this method is
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* called at all, it must be called before {@link #setRenderer(Renderer)}
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* Install a custom EGLConfigChooser.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* The supplied configChooser will be used to choose a configuration.
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16 bits as possible.
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* @param configChooser
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*/
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public void setEGLConfigChooser(EGLConfigChooser configChooser) {
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@@ -134,17 +303,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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}
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/**
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* Set the EGLConfigChooser associated with this view. If this method is
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* Install a config chooser which will choose a config
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* as close to 16-bit RGB as possible, with or without an optional depth
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* buffer as close to 16-bits as possible.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* This method installs a config chooser which will choose a config
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* as close to 16-bit RGB as possible, with or without an optional depth
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* buffer as close to 16-bits as possible.
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* <p>
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* If no setEGLConfigChooser method is called, then by default the
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16-bits as possible.
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* a depth buffer as close to 16 bits as possible.
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*
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* @param needDepth
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*/
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@@ -153,13 +321,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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}
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/**
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* Set the EGLConfigChooser associated with this view. If this method is
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* Install a config chooser which will choose a config
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* with at least the specified component sizes, and as close
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* to the specified component sizes as possible.
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* <p>If this method is
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* called, it must be called before {@link #setRenderer(Renderer)}
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* is called.
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* <p>
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* This method installs a config chooser which will choose a config
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* with at least the specified component sizes, and as close
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* to the specified component sizes as possible.
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* If no setEGLConfigChooser method is called, then by default the
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* view will choose a config as close to 16-bit RGB as possible, with
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* a depth buffer as close to 16 bits as possible.
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*
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*/
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public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
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@@ -168,12 +339,20 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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blueSize, alphaSize, depthSize, stencilSize));
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}
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/**
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* Set the rendering mode. When the renderMode is
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* RENDERMODE_CONTINUOUSLY, the renderer is called
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* repeatedly to re-render the scene. When the rendermode
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* Set the rendering mode. When renderMode is
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* RENDERMODE_CONTUOUSLY, the renderer is called
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* repeatedly to re-render the scene. When renderMode
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* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
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* is created, or when requestRender is called. Defaults to RENDERMODE_CONTINUOUSLY.
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* is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTUOUSLY.
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* <p>
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* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
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* by allowing the GPU and CPU to idle when the view does not need to be updated.
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* <p>
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* This method can only be called after {@link #setRenderer(Renderer)}
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*
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* @param renderMode one of the RENDERMODE_X constants
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* @see #RENDERMODE_CONTUOUSLY
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* @see #RENDERMODE_WHEN_DIRTY
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*/
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public void setRenderMode(int renderMode) {
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mGLThread.setRenderMode(renderMode);
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@@ -182,38 +361,55 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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/**
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* Get the current rendering mode. May be called
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* from any thread. Must not be called before a renderer has been set.
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* @return true if the renderer will render continuously.
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* @return the current rendering mode.
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* @see #RENDERMODE_CONTUOUSLY
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* @see #RENDERMODE_WHEN_DIRTY
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*/
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public int getRenderMode() {
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return mGLThread.getRenderMode();
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}
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/**
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* Request that the renderer render a frame. May be called
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* from any thread. Must not be called before a renderer has been set.
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* Request that the renderer render a frame.
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* This method is typically used when the render mode has been set to
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* false, so that frames are only rendered on demand.
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* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
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* May be called
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* from any thread. Must not be called before a renderer has been set.
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*/
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public void requestRender() {
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mGLThread.requestRender();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceCreated(SurfaceHolder holder) {
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mGLThread.surfaceCreated();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceDestroyed(SurfaceHolder holder) {
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// Surface will be destroyed when we return
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mGLThread.surfaceDestroyed();
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}
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/**
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* This method is part of the SurfaceHolder.Callback interface, and is
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* not normally called or subclassed by clients of GLSurfaceView.
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*/
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public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
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mGLThread.onWindowResize(w, h);
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}
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/**
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* Inform the view that the activity is paused. The owner of this view must
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* call this method when the activity is paused.
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* call this method when the activity is paused. Calling this method will
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* pause the rendering thread.
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* Must not be called before a renderer has been set.
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*/
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public void onPause() {
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mGLThread.onPause();
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@@ -221,20 +417,30 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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/**
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* Inform the view that the activity is resumed. The owner of this view must
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* call this method when the activity is resumed.
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* call this method when the activity is resumed. Calling this method will
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* recreate the OpenGL display and resume the rendering
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* thread.
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* Must not be called before a renderer has been set.
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*/
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public void onResume() {
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mGLThread.onResume();
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}
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/**
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* Queue an "event" to be run on the GL rendering thread.
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* Queue a runnable to be run on the GL rendering thread. This can be used
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* to communicate with the Renderer on the rendering thread.
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* Must not be called before a renderer has been set.
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* @param r the runnable to be run on the GL rendering thread.
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*/
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public void queueEvent(Runnable r) {
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mGLThread.queueEvent(r);
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}
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/**
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* This method is used as part of the View class and is not normally
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* called or subclassed by clients of GLSurfaceView.
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* Must not be called before a renderer has been set.
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*/
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@Override
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protected void onDetachedFromWindow() {
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super.onDetachedFromWindow();
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@@ -243,40 +449,129 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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// ----------------------------------------------------------------------
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/**
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* An interface used to wrap a GL interface.
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||||
* <p>Typically
|
||||
* used for implementing debugging and tracing on top of the default
|
||||
* GL interface. You would typically use this by creating your own class
|
||||
* that implemented all the GL methods by delegating to another GL instance.
|
||||
* Then you could add your own behavior before or after calling the
|
||||
* delegate. All the GLWrapper would do was instantiate and return the
|
||||
* wrapper GL instance:
|
||||
* <pre class="prettyprint">
|
||||
* class MyGLWrapper implements GLWrapper {
|
||||
* GL wrap(GL gl) {
|
||||
* return new MyGLImplementation(gl);
|
||||
* }
|
||||
* static class MyGLImplementation implements GL,GL10,GL11,... {
|
||||
* ...
|
||||
* }
|
||||
* }
|
||||
* </pre>
|
||||
* @see #setGLWrapper(GLWrapper)
|
||||
*/
|
||||
public interface GLWrapper {
|
||||
GL wrap(GL gl);
|
||||
/**
|
||||
* Wraps a gl interface in another gl interface.
|
||||
* @param gl a GL interface that is to be wrapped.
|
||||
* @return either the input argument or another GL object that wraps the input argument.
|
||||
*/
|
||||
GL wrap(GL gl);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A generic renderer interface.
|
||||
* <p>
|
||||
* The renderer is responsible for making OpenGL calls to render a frame.
|
||||
* <p>
|
||||
* GLSurfaceView clients typically create their own classes that implement
|
||||
* this interface, and then call {@link GLSurfaceView#setRenderer} to
|
||||
* register the renderer with the GLSurfaceView.
|
||||
* <p>
|
||||
* <h3>Threading</h3>
|
||||
* The renderer will be called on a separate thread, so that rendering
|
||||
* performance is decoupled from the UI thread. Clients typically need to
|
||||
* communicate with the renderer from the UI thread, because that's where
|
||||
* input events are received. Clients can communicate using any of the
|
||||
* standard Java techniques for cross-thread communication, or they can
|
||||
* use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
|
||||
* <p>
|
||||
* <h3>EGL Context Lost</h3>
|
||||
* There are situations where the EGL rendering context will be lost. This
|
||||
* typically happens when device wakes up after going to sleep. When
|
||||
* the EGL context is lost, all OpenGL resources (such as textures) that are
|
||||
* associated with that context will be automatically deleted. In order to
|
||||
* keep rendering correctly, a renderer must recreate any lost resources
|
||||
* that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
|
||||
* is a convenient place to do this.
|
||||
*
|
||||
*
|
||||
* @see #setRenderer(Renderer)
|
||||
*/
|
||||
public interface Renderer {
|
||||
/**
|
||||
* 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.
|
||||
* Called when the surface is created or recreated.
|
||||
* <p>
|
||||
* Called when the rendering thread
|
||||
* starts and whenever the EGL context is lost. The context will typically
|
||||
* be lost when the Android device awakes after going to sleep.
|
||||
* <p>
|
||||
* Since this method is called at the beginning of rendering, as well as
|
||||
* every time the EGL context is lost, this method is a convenient place to put
|
||||
* code to create resources that need to be created when the rendering
|
||||
* starts, and that need to be recreated when the EGL context is lost.
|
||||
* Textures are an example of a resource that you might want to create
|
||||
* here.
|
||||
* <p>
|
||||
* Note that when the EGL context is lost, all OpenGL resources associated
|
||||
* with that context will be automatically deleted. You do not need to call
|
||||
* the corresponding "glDelete" methods such as glDeleteTextures to
|
||||
* manually delete these lost resources.
|
||||
* <p>
|
||||
* @param gl the GL interface. Use <code>instanceof</code> to
|
||||
* test if the interface supports GL11 or higher interfaces.
|
||||
* @param config the EGLConfig of the created surface. Can be used
|
||||
* to create matching pbuffers.
|
||||
*/
|
||||
void onSurfaceCreated(GL10 gl, EGLConfig config);
|
||||
|
||||
/**
|
||||
* Surface changed size.
|
||||
* Called when the surface changed size.
|
||||
* <p>
|
||||
* Called after the surface is created and whenever
|
||||
* the OpenGL ES surface size changes. Set your viewport here.
|
||||
* the OpenGL ES surface size changes.
|
||||
* <p>
|
||||
* Typically you will set your viewport here. If your camera
|
||||
* is fixed then you could also set your projection matrix here:
|
||||
* <pre class="prettyprint">
|
||||
* void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
* gl.glViewport(0, 0, width, height);
|
||||
* // for a fixed camera, set the projection too
|
||||
* float ratio = (float) width / height;
|
||||
* gl.glMatrixMode(GL10.GL_PROJECTION);
|
||||
* gl.glLoadIdentity();
|
||||
* gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
|
||||
* }
|
||||
* </pre>
|
||||
* @param gl the GL interface. Use <code>instanceof</code> to
|
||||
* test if the interface supports GL11 or higher interfaces.
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
void onSurfaceChanged(GL10 gl, int width, int height);
|
||||
|
||||
/**
|
||||
* Draw the current frame.
|
||||
* Called to draw the current frame.
|
||||
* <p>
|
||||
* This method is responsible for drawing the current frame.
|
||||
* <p>
|
||||
* The implementation of this method typically looks like this:
|
||||
* <pre class="prettyprint">
|
||||
* void onDrawFrame(GL10 gl) {
|
||||
* gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
* //... other gl calls to render the scene ...
|
||||
* }
|
||||
* </pre>
|
||||
* @param gl the GL interface. Use <code>instanceof</code> to
|
||||
* test if the interface supports GL11 or higher interfaces.
|
||||
*/
|
||||
@@ -284,15 +579,18 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
|
||||
}
|
||||
|
||||
/**
|
||||
* An interface for choosing a configuration from a list of
|
||||
* An interface for choosing an EGLConfig configuration from a list of
|
||||
* potential configurations.
|
||||
*
|
||||
* <p>
|
||||
* This interface must be implemented by clients wishing to call
|
||||
* {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
|
||||
*/
|
||||
public interface EGLConfigChooser {
|
||||
/**
|
||||
* Choose a configuration from the list. Implementors typically
|
||||
* implement this method by calling
|
||||
* {@link EGL10#eglChooseConfig} and iterating through the results.
|
||||
* {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
|
||||
* EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
|
||||
* @param egl the EGL10 for the current display.
|
||||
* @param display the current display.
|
||||
* @return the chosen configuration.
|
||||
|
||||
Reference in New Issue
Block a user