EGL环境创建
作者:互联网
EGL定义
是OpenGL EL和本地窗口系统的接口,不同平台上EGL配置是不一样的,而OpenGL的调用方式是一致的,OpenGL跨平台就是依赖于EGL接口
EGL环境创建目的
当我们需要把同一个场景渲染到不同的Surface上是,此时系统GLSurfaceView就不能满足需求了,需要自己创建EGL环境来实现渲染操作。
OpenGL整体是一个状态机,通过改变状态就可以改变后续的渲染方式,而EGLcontext(EGL上下文)保持所有的状态,因此可以通过共享EGLContext来实现同一个场景渲染到不同Surface上
GLSurfaceView有一个EglHelper
实例:创建自己的EglHelper
可参考GLSurfaceView里面的EglHelper方法
第一步:创建EglHelper类
public class EglHelper { private EGL10 mEgl; private EGLDisplay mEglDisplay; private EGLContext mEglContext; private EGLSurface mEglSurface; public void initEgl(Surface surface, EGLContext eglContext) { //1、 mEgl = (EGL10) EGLContext.getEGL(); //2、 mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); if (mEglDisplay == EGL10.EGL_NO_DISPLAY) { throw new RuntimeException("eglGetDisplay failed"); } //3、 int[] version = new int[2]; if(!mEgl.eglInitialize(mEglDisplay, version)) { throw new RuntimeException("eglInitialize failed"); } //4、 int [] attrbutes = new int[]{ EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE, 8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_ALPHA_SIZE, 8, EGL10.EGL_DEPTH_SIZE, 8, EGL10.EGL_STENCIL_SIZE, 8, EGL10.EGL_RENDERABLE_TYPE, 4, EGL10.EGL_NONE}; int[] num_config = new int[1]; if(!mEgl.eglChooseConfig(mEglDisplay, attrbutes, null, 1, num_config)) { throw new IllegalArgumentException("eglChooseConfig failed"); } int numConfigs = num_config[0]; if (numConfigs <= 0) { throw new IllegalArgumentException( "No configs match configSpec"); } //5、 EGLConfig[] configs = new EGLConfig[numConfigs]; if (!mEgl.eglChooseConfig(mEglDisplay, attrbutes, configs, numConfigs, num_config)) { throw new IllegalArgumentException("eglChooseConfig#2 failed"); } //6、 if(eglContext != null) { mEglContext = mEgl.eglCreateContext(mEglDisplay, configs[0], eglContext, null); } else { mEglContext = mEgl.eglCreateContext(mEglDisplay, configs[0], EGL10.EGL_NO_CONTEXT, null); } //7、 mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, configs[0], surface, null); //8、 if(!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent fail"); } } public boolean swapBuffers() { if(mEgl != null) { return mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); } else { throw new RuntimeException("egl is null"); } } public EGLContext getmEglContext() { return mEglContext; } public void destoryEgl() { if(mEgl != null) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = null; mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEglContext = null; mEgl.eglTerminate(mEglDisplay); mEglDisplay = null; mEgl = null; } } }
修改MainActivity代码
surfaceView = findViewById(R.id.surfaceview); surfaceView.getHolder().addCallback(new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) { } @Override public void surfaceChanged(final SurfaceHolder holder, int format, final int width, final int height) { new Thread() { @Override public void run() { super.run(); //初始化EGL EglHelper eglHelper = new EglHelper(); eglHelper.initEgl(holder.getSurface(),null); while(true){ //设置窗口大小 GLES20.glViewport(0,0,width,height); //清除颜色缓冲区 GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); //使用指定颜色清屏 GLES20.glClearColor(1.0f,1.0f,0.0f,1.0f); //自动刷新 eglHelper.swapBuffers(); try { Thread.sleep(16); }catch (InterruptedException e){ e.printStackTrace(); } } } }.start(); } @Override public void surfaceDestroyed(SurfaceHolder holder) { } });
修改layout
<SurfaceView android:id="@+id/surfaceview" android:layout_width="match_parent" android:layout_height="match_parent"></SurfaceView>
标签:EglHelper,int,创建,环境,EGL10,EGL,new,public 来源: https://www.cnblogs.com/cxj1821/p/12037560.html