PS
本篇继续上一篇的内容,咱们来对Native EGL环境实现的各个步骤进行详细解析
上一篇文章Android OpenGL ES - EGL源码解析以及C++实现java
咱们仍是先来回顾一下流程图android
以及代码git
//(1) 将线程附加到虚拟机,并获取env if (that->m_jvm_for_thread->AttachCurrentThread(&env, NULL) != JNI_OK) { LOGE(that->TAG, "线程初始化异常"); return; } // (2) 初始化 EGL if (!that->InitEGL()) { //解除线程和jvm关联 that->m_jvm_for_thread->DetachCurrentThread(); return; } //进入循环 while (true) { //根据OpenGL渲染状态进入不一样的处理 switch (that->m_state) { //刷新Surface,从外面设置Surface后m_state置为该状态,说明已经从外部(java层)得到Surface的对象了 case FRESH_SURFACE: LOGI(that->TAG, "Loop Render FRESH_SURFACE") // (3) 初始化Window that->InitDspWindow(env); // (4) 建立EglSurface that->CreateSurface(); // m_state置为RENDERING状态进入渲染 that->m_state = RENDERING; break; case RENDERING: LOGI(that->TAG, "Loop Render RENDERING") // (5) 渲染 that->Render(); break; case STOP: LOGI(that->TAG, "Loop Render STOP") //(6) 解除线程和jvm关联 that->ReleaseRender(); that->m_jvm_for_thread->DetachCurrentThread(); return; case SURFACE_DESTROY: LOGI(that->TAG, "Loop Render SURFACE_DESTROY") //(7) 释放资源 that->DestroySurface(); that->m_state = NO_SURFACE; break; case NO_SURFACE: default: break; } usleep(20000); } }
首先第(1)步将线程附加到虚拟机,并获取env
,这一步简单明了,咱们从第(2)步开始github
咱们在上一篇就知道了EGL的一些基础知识,EGLDiaplay
,EGLConfig
,EGLSurface
,EGLContext
,咱们须要把这些基础类进行封装,那么如何进行封装呢,咱们先看一下对于咱们上篇文章中自定义的GLRender类须要什么
gl_render.hsegmentfault
//Surface引用,必需要使用引用,不然没法在线程中操做 jobject m_surface_ref = NULL; //本地屏幕 ANativeWindow *m_native_window = NULL; //EGL显示表面 注意这里是咱们自定义的EglSurface包装类而不是系统提供的EGLSurface哦 EglSurface *m_egl_surface = NULL;
对于gl_render来讲输入的是外部的Surface对象
,咱们这里的是jobject m_surface_ref
,那么输出须要的是ANativeWindow
,EglSurface
app
关于
ANativeWindow
能够查看官方文档
ANativeWindow
那么EglSurface
呢,jvm
egl_surface.hoop
class EglSurface { private: const char *TAG = "EglSurface"; //本地屏幕 ANativeWindow *m_native_window = NULL; //封装了EGLDisplay EGLConfig EGLContext的自定义类 EglCore *m_core; //EGL API提供的 EGLSurface EGLSurface m_surface; }
能够看到咱们上面的定义的思想也是V(View)和C(Controller)进行了分离。
egl_core.hthis
class EglCore { private: const char *TAG = "EglCore"; //EGL显示窗口 EGLDisplay m_egl_dsp = EGL_NO_DISPLAY; //EGL上下文 EGLContext m_egl_context = EGL_NO_CONTEXT; //EGL配置 EGLConfig m_egl_config; }
有了上面的准备工做后,咱们就跟着流程图的步骤来一步步走spa
gl_render.cpp
bool GLRender::InitEGL() { //建立EglSurface对象 m_egl_surface = new EglSurface(); //调用EglSurface的init方法 return m_egl_surface->Init(); }
egl_surface.cpp
PS
咱们上面也说了EGL的初始化主要是对EGLDisplay EGLConfig EGLContext的操做,因此如今是对EGLCore的操做
EglSurface::EglSurface() { //建立EGLCore m_core = new EglCore(); } bool EglSurface::Init() { //调用EGLCore的init方法 return m_core->Init(NULL); }
egl_core.cpp
EglCore::EglCore() { } bool EglCore::Init(EGLContext share_ctx) { if (m_egl_dsp != EGL_NO_DISPLAY) { LOGE(TAG, "EGL already set up") return true; } if (share_ctx == NULL) { share_ctx = EGL_NO_CONTEXT; } //获取Dispaly m_egl_dsp = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (m_egl_dsp == EGL_NO_DISPLAY || eglGetError() != EGL_SUCCESS) { LOGE(TAG, "EGL init display fail") return false; } EGLint major_ver, minor_ver; //初始化egl EGLBoolean success = eglInitialize(m_egl_dsp, &major_ver, &minor_ver); if (success != EGL_TRUE || eglGetError() != EGL_SUCCESS) { LOGE(TAG, "EGL init fail") return false; } LOGI(TAG, "EGL version: %d.%d", major_ver, minor_ver) //获取EGLConfig m_egl_config = GetEGLConfig(); const EGLint attr[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE}; //建立EGLContext m_egl_context = eglCreateContext(m_egl_dsp, m_egl_config, share_ctx, attr); if (m_egl_context == EGL_NO_CONTEXT) { LOGE(TAG, "EGL create fail, error is %x", eglGetError()); return false; } EGLint egl_format; success = eglGetConfigAttrib(m_egl_dsp, m_egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); if (success != EGL_TRUE || eglGetError() != EGL_SUCCESS) { LOGE(TAG, "EGL get config fail, error is %x", eglGetError()) return false; } LOGI(TAG, "EGL init success") return true; } EGLConfig EglCore::GetEGLConfig() { EGLint numConfigs; EGLConfig config; //但愿的最小配置, static const EGLint CONFIG_ATTRIBS[] = { EGL_BUFFER_SIZE, EGL_DONT_CARE, EGL_RED_SIZE, 8,//R 位数 EGL_GREEN_SIZE, 8,//G 位数 EGL_BLUE_SIZE, 8,//B 位数 EGL_ALPHA_SIZE, 8,//A 位数 EGL_DEPTH_SIZE, 16,//深度 EGL_STENCIL_SIZE, EGL_DONT_CARE, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE // the end 结束标志 }; //根据你所设定的最小配置系统会选择一个知足你最低要求的配置,这个真正的配置每每要比你指望的属性更多 EGLBoolean success = eglChooseConfig(m_egl_dsp, CONFIG_ATTRIBS, &config, 1, &numConfigs); if (!success || eglGetError() != EGL_SUCCESS) { LOGE(TAG, "EGL config fail") return NULL; } return config; }
gl_render.cpp
void GLRender::InitDspWindow(JNIEnv *env) { //传进来的Surface对象的引用 if (m_surface_ref != NULL) { // 初始化窗口 m_native_window = ANativeWindow_fromSurface(env, m_surface_ref); // 绘制区域的宽高 m_window_width = ANativeWindow_getWidth(m_native_window); m_window_height = ANativeWindow_getHeight(m_native_window); //设置宽高限制缓冲区中的像素数量 ANativeWindow_setBuffersGeometry(m_native_window, m_window_width, m_window_height, WINDOW_FORMAT_RGBA_8888); LOGD(TAG, "View Port width: %d, height: %d", m_window_width, m_window_height) } }
gl_render.cpp
void GLRender::CreateSurface() { m_egl_surface->CreateEglSurface(m_native_window, m_window_width, m_window_height); glViewport(0, 0, m_window_width, m_window_height); }
egl_surface.cpp
/** * * @param native_window 传入上一步建立的ANativeWindow * @param width * @param height */ void EglSurface::CreateEglSurface(ANativeWindow *native_window, int width, int height) { if (native_window != NULL) { this->m_native_window = native_window; m_surface = m_core->CreateWindSurface(m_native_window); } else { m_surface = m_core->CreateOffScreenSurface(width, height); } if (m_surface == NULL) { LOGE(TAG, "EGL create window surface fail") Release(); } MakeCurrent(); } void EglSurface::MakeCurrent() { m_core->MakeCurrent(m_surface); }
egl_core.cpp
EGLSurface EglCore::CreateWindSurface(ANativeWindow *window) { //调用EGL Native API建立Window Surface EGLSurface surface = eglCreateWindowSurface(m_egl_dsp, m_egl_config, window, 0); if (eglGetError() != EGL_SUCCESS) { LOGI(TAG, "EGL create window surface fail") return NULL; } return surface; } void EglCore::MakeCurrent(EGLSurface egl_surface) { //调用EGL Native API 绑定渲染环境到当前线程 if (!eglMakeCurrent(m_egl_dsp, egl_surface, egl_surface, m_egl_context)) { LOGE(TAG, "EGL make current fail"); } }
gl_render.cpp
void GLRender::Render() { if (RENDERING == m_state) { pImageRender->DoDraw();//画画画.... m_egl_surface->SwapBuffers(); } }
egl_surface.cpp
void EglSurface::SwapBuffers() { m_core->SwapBuffer(m_surface); }
egl_core.cpp
void EglCore::SwapBuffer(EGLSurface egl_surface) { //调用EGL Native API eglSwapBuffers(m_egl_dsp, egl_surface); }
后面的中止与销毁就交给读者自行研究了。