The android.opengl.GLSurfaceView
class makes it
easier for you to use OpenGL ES rendering in your applications by:
View
system.Activity
life-cycle.GLSurfaceView is a good base for building an application that uses OpenGL ES for part or all of its rendering. A 2D or 3D action game would be a good candidate, as would a 2D or 3D data visualization application such as Google Maps StreetView.
Here's the source code to the simplest possible OpenGL ES application:
package com.example.android.apis.graphics; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.opengl.GLSurfaceView; import android.os.Bundle; public class ClearActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLView = new GLSurfaceView(this); mGLView.setRenderer(new ClearRenderer()); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); mGLView.onPause(); } @Override protected void onResume() { super.onResume(); mGLView.onResume(); } private GLSurfaceView mGLView; } class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10 gl, int w, int h) { gl.glViewport(0, 0, w, h); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); } }
This program doesn't do much: it clears the screen to black on every frame.
But it is a complete OpenGL application that correctly implements the
Android activity life-cycle. It pauses rendering when the activity is
paused, and resumes it when the activity is resumed. You could use this
application as the basis for non-interactive demonstration programs.
Just add more OpenGL calls to the ClearRenderer.onDrawFrame()
method.
Notice that you don't even need to subclass the GLSurfaceView
view.
The GLSurfaceView.Renderer
interface has three methods:
onSurfaceCreated()
method is called at the start of rendering, and
whenever the OpenGL ES drawing context has to be recreated. (The
drawing context is typically lost and recreated when the activity is
paused and resumed.) OnSurfaceCreated()
is a good place to create
long-lived OpenGL resources such as textures.onSurfaceChanged()
method is called when the surface changes size. It's a good place to
set your OpenGL viewport. You may also want to set your camera here, if
it's a fixed camera that doesn't move around the scene.onDrawFrame()
method is called every frame, and is
responsible for drawing the scene. You would typically start by calling
glClear
to clear the framebuffer, followed by other OpenGL ES calls
to draw the current scene.If you want an interactive application (such as a game), you will typically
subclass GLSurfaceView
, because that's an easy way of obtaining
input events. Here's a slightly longer example showing how to do that:
package com.google.android.ClearTest; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.content.Context; import android.opengl.GLSurfaceView; import android.os.Bundle; import android.view.MotionEvent; public class ClearActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLView = new ClearGLSurfaceView(this); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); mGLView.onPause(); } @Override protected void onResume() { super.onResume(); mGLView.onResume(); } private GLSurfaceView mGLView; } class ClearGLSurfaceView extends GLSurfaceView { public ClearGLSurfaceView(Context context) { super(context); mRenderer = new ClearRenderer(); setRenderer(mRenderer); } public boolean onTouchEvent(final MotionEvent event) { queueEvent(new Runnable(){ public void run() { mRenderer.setColor(event.getX() / getWidth(), event.getY() / getHeight(), 1.0f); }}); return true; } ClearRenderer mRenderer; } class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10 gl, int w, int h) { gl.glViewport(0, 0, w, h); } public void onDrawFrame(GL10 gl) { gl.glClearColor(mRed, mGreen, mBlue, 1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); } public void setColor(float r, float g, float b) { mRed = r; mGreen = g; mBlue = b; } private float mRed; private float mGreen; private float mBlue; }
This application clears the screen for every frame. When you tap on the
screen, it sets the clear color based on the (x,y) coordinates of your touch
event. Note the use of queueEvent()
in
ClearGLSurfaceView.onTouchEvent()
. The queueEvent()
method is used to safely communicate between the UI thread and the rendering
thread. If you prefer, you can use some other Java cross-thread communication
technique, such as synchronized methods on the Renderer
class
itself. However, queueing events is often the simplest way of dealing with
cross-thread communication.
Tired
of just clearing the screen? You can find more interesting samples in
the API Demos sample included in the Android SDK. All the OpenGL ES samples have been
converted to use the GLSurfaceView
view:
GLSurfaceView
helps you choose the type of surface to render to. Different Android
devices support different types of surfaces, with no common subset.
This makes it tricky problem to choose the best available surface on
each device.
By default, GLSurfaceView
tries to find a surface that's as
close as possible to a 16-bit RGB frame buffer with a 16-bit depth
buffer. Depending upon your application's needs you may want to change
this behavior. For example, the Translucent GLSurfaceView sample needs
an Alpha channel in order to render translucent data. GLSurfaceView
provides an overloaded setEGLSurfaceChooser()
method to give
you control over which surface type is chosen:
setEGLConfigChooser(boolean needDepth)
setEGLConfigChooser(int redSize, int greenSize,int blueSize,
int alphaSize,int depthSize, int stencilSize)
setEGLConfigChooser(EGLConfigChooser configChooser)
EGLConfigChooser
, which gets to inspect the
device's capabilities and choose a configuration.Most 3D applications, such as games or simulations, are continuously
animated. But some 3D applications are more reactive: they wait passively until
the user does something, and then react to it. For those types of applications,
the default GLSurfaceView
behavior of continuously redrawing the
screen is a waste of time. If you are developing a reactive application, you can
call GLSurfaceView.setRenderMode(RENDERMODE_WHEN_DIRTY)
, which
turns off the continuous animation. Then you call
GLSurfaceView.requestRender()
whenever you want to re-render.
GLSurfaceView
has a handy built-in feature for debugging OpenGL ES
applications: the GLSurfaceView.setDebugFlags()
method can be used
to enable logging and/or error checking your OpenGL ES calls. Call this method
in your GLSurfaceView
's constructor, before calling
setRenderer()
:
public ClearGLSurfaceView(Context context) { super(context); // Turn on error-checking and logging setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); mRenderer = new ClearRenderer(); setRenderer(mRenderer); }