PS
本篇持续上一篇的内容,咱们来对Native EGL环境实现的各个步骤进行具体解析

EGL Native层的实现

上一篇文章Android OpenGL ES - EGL源码解析以及C++实现

咱们还是先来回顾一下流程图

以及代码

 //(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, "线程初始化异样");            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) {            //依据OpenGL渲染状态进入不同的解决            switch (that->m_state) {                //刷新Surface,从里面设置Surface后m_state置为该状态,阐明曾经从内部(java层)取得Surface的对象了                case FRESH_SURFACE:                     LOGI(that->TAG, "Loop Render FRESH_SURFACE")                     // (3) 初始化Window                     that->InitDspWindow(env);                     // (4) 创立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) 开释资源                    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

EGL封装筹备

咱们在上一篇就晓得了EGL的一些基础知识,EGLDiaplay,EGLConfig,EGLSurface,EGLContext,咱们须要把这些根底类进行封装,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.h

//Surface援用,必须要应用援用,否则无奈在线程中操作jobject m_surface_ref = NULL;//本地屏幕ANativeWindow *m_native_window = NULL;//EGL显示外表 留神这里是咱们自定义的EglSurface包装类而不是零碎提供的EGLSurface哦EglSurface *m_egl_surface = NULL;

对于gl_render来说输出的是内部的Surface对象,咱们这里的是jobject m_surface_ref,那么输入须要的是ANativeWindow,EglSurface

对于ANativeWindow能够查看官网文档ANativeWindow

那么EglSurface呢,

egl_surface.h

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;}
能够看到咱们下面的定义的思维也是V(View)和C(Controller)进行了拆散。

egl_core.h

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;}

有了下面的筹备工作后,咱们就跟着流程图的步骤来一步步走

(2)初始化EGL

gl_render.cpp

bool GLRender::InitEGL() {    //创立EglSurface对象    m_egl_surface = new EglSurface();    //调用EglSurface的init办法    return m_egl_surface->Init();}

egl_surface.cpp

PS
咱们下面也说了EGL的初始化次要是对EGLDisplay EGLConfig EGLContext的操作,所以当初是对EGLCore的操作
EglSurface::EglSurface() {    //创立EGLCore    m_core = new EglCore();}bool EglSurface::Init() {    //调用EGLCore的init办法    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};     //创立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;    //心愿的最小配置,    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 完结标记    };    //依据你所设定的最小配置零碎会抉择一个满足你最低要求的配置,这个真正的配置往往要比你冀望的属性更多    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;}

(3)创立Window

gl_render.cpp

void GLRender::InitDspWindow(JNIEnv *env) {    //传进来的Surface对象的援用    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);        //设置宽高限度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)    }}

(4)创立EglSurface并绑定到线程

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 传入上一步创立的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创立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 绑定渲染环境到以后线程    if (!eglMakeCurrent(m_egl_dsp, egl_surface, egl_surface, m_egl_context)) {        LOGE(TAG, "EGL make current fail");    }}

(5)渲染

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);}

前面的进行与销毁就交给读者自行钻研了。

代码

EGLDemoActivity.java

EGL Native