How can I use Multiple GLSurfaceView components in the same Layout?

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挽巷
挽巷 2020-12-29 23:07

I\'m writing an Information Visualization API for Android and ran into a problem trying to place two units of a custom GLSurfaceView into a Layout. The Custom <

6条回答
  •  时光说笑
    2020-12-29 23:51

    What's the implementation for CoordinateSystemRenderer?

    I met the same requirement today and tried, it actually works that means, you can put 2 GLSurfaceView into same activity.

    Something need to be noticed,

    1. In GLRender, when onSurfaceChanged is invoked, you must resize your viewport
    2. With 2 GLSurfaceView, the render thread will be 2, so synchronize issue will be occurred. It depends on your implementation of onDrawFrame.

    There is a quick test to use Android API demo in SDK GLSurfaceViewActivity

    /*
     * Copyright (C) 2007 The Android Open Source Project
     *
     * Licensed under the Apache License, Version 2.0 (the "License");
     * you may not use this file except in compliance with the License.
     * You may obtain a copy of the License at
     *
     *      http://www.apache.org/licenses/LICENSE-2.0
     *
     * Unless required by applicable law or agreed to in writing, software
     * distributed under the License is distributed on an "AS IS" BASIS,
     * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     * See the License for the specific language governing permissions and
     * limitations under the License.
     */
    
    package com.example.android.apis.graphics;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    
    import android.opengl.GLSurfaceView;
    
    /**
     * Render a pair of tumbling cubes.
     */
    
    public class CubeRenderer implements GLSurfaceView.Renderer
    {
        boolean isReverse = false;
    
        public CubeRenderer(boolean useTranslucentBackground, boolean isReverse)
        {
            mTranslucentBackground = useTranslucentBackground;
            mCube = new Cube();
            this.isReverse = isReverse;
        }
    
        public CubeRenderer(boolean useTranslucentBackground)
        {
            this(useTranslucentBackground, false);
        }
    
        public void onDrawFrame(GL10 gl)
        {
            /*
             * Usually, the first thing one might want to do is to clear the screen. The most efficient way of doing this is
             * to use glClear().
             */
    
            gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    
            /*
             * Now we're ready to draw some 3D objects
             */
    
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();
            gl.glTranslatef(0, 0, -3.0f);
            gl.glRotatef(mAngle, 0, 1, 0);
            gl.glRotatef(mAngle * 0.25f, 1, 0, 0);
    
            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
    
            mCube.draw(gl);
    
            gl.glRotatef(mAngle * 2.0f, 0, 1, 1);
            gl.glTranslatef(0.5f, 0.5f, 0.5f);
    
            mCube.draw(gl);
    
            if (isReverse)
            {
                mAngle -= 1.2f;
            }
            else
            {
                mAngle += 1.2f;
            }
        }
    
        public void onSurfaceChanged(GL10 gl, int width, int height)
        {
            System.out.println("Joey's Log width : " + width + " height : " + height);
            gl.glViewport(0, 0, width, height);
    
            /*
             * Set our projection matrix. This doesn't have to be done each time we draw, but usually a new projection needs
             * to be set when the viewport is resized.
             */
    
            float ratio = (float) width / height;
            gl.glMatrixMode(GL10.GL_PROJECTION);
            gl.glLoadIdentity();
            gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
        }
    
        public void onSurfaceCreated(GL10 gl, EGLConfig config)
        {
            /*
             * By default, OpenGL enables features that improve quality but reduce performance. One might want to tweak that
             * especially on software renderer.
             */
            gl.glDisable(GL10.GL_DITHER);
    
            /*
             * Some one-time OpenGL initialization can be made here probably based on features of this particular context
             */
            gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
    
            if (mTranslucentBackground)
            {
                gl.glClearColor(0, 0, 0, 0);
            }
            else
            {
                gl.glClearColor(1, 1, 1, 1);
            }
            gl.glEnable(GL10.GL_CULL_FACE);
            gl.glShadeModel(GL10.GL_SMOOTH);
            gl.glEnable(GL10.GL_DEPTH_TEST);
        }
    
        private boolean mTranslucentBackground;
    
        private Cube mCube;
    
        private float mAngle;
    }
    
    
    ------------------------------------------------------------------------------------------
    /*
     * Copyright (C) 2007 The Android Open Source Project
     *
     * Licensed under the Apache License, Version 2.0 (the "License");
     * you may not use this file except in compliance with the License.
     * You may obtain a copy of the License at
     *
     *      http://www.apache.org/licenses/LICENSE-2.0
     *
     * Unless required by applicable law or agreed to in writing, software
     * distributed under the License is distributed on an "AS IS" BASIS,
     * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     * See the License for the specific language governing permissions and
     * limitations under the License.
     */
    
    package com.example.android.apis.graphics;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    
    import android.opengl.GLSurfaceView;
    
    /**
     * Render a pair of tumbling cubes.
     */
    
    public class CubeRenderer implements GLSurfaceView.Renderer {
        boolean isReverse = false;
        public CubeRenderer(boolean useTranslucentBackground,boolean isReverse) {
            mTranslucentBackground = useTranslucentBackground;
            mCube = new Cube();
            this.isReverse = isReverse;
        }
    
        public CubeRenderer(boolean useTranslucentBackground)
        {
            this(useTranslucentBackground, false);
        }
    
        public void onDrawFrame(GL10 gl) {
            /*
             * Usually, the first thing one might want to do is to clear
             * the screen. The most efficient way of doing this is to use
             * glClear().
             */
    
            gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    
            /*
             * Now we're ready to draw some 3D objects
             */
    
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();
            gl.glTranslatef(0, 0, -3.0f);
            gl.glRotatef(mAngle,        0, 1, 0);
            gl.glRotatef(mAngle*0.25f,  1, 0, 0);
    
            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
    
            mCube.draw(gl);
    
            gl.glRotatef(mAngle*2.0f, 0, 1, 1);
            gl.glTranslatef(0.5f, 0.5f, 0.5f);
    
            mCube.draw(gl);
    
            if (isReverse)
            {
                mAngle -= 1.2f;
            }
            else
            {
                mAngle += 1.2f;
            }
        }
    
        public void onSurfaceChanged(GL10 gl, int width, int height) {
            System.out.println("Joey's Log width : " + width + " height : " + height);
             gl.glViewport(0, 0, width, height);
    
             /*
              * Set our projection matrix. This doesn't have to be done
              * each time we draw, but usually a new projection needs to
              * be set when the viewport is resized.
              */
    
             float ratio = (float) width / height;
             gl.glMatrixMode(GL10.GL_PROJECTION);
             gl.glLoadIdentity();
             gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
        }
    
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            /*
             * By default, OpenGL enables features that improve quality
             * but reduce performance. One might want to tweak that
             * especially on software renderer.
             */
            gl.glDisable(GL10.GL_DITHER);
    
            /*
             * Some one-time OpenGL initialization can be made here
             * probably based on features of this particular context
             */
             gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
                     GL10.GL_FASTEST);
    
             if (mTranslucentBackground) {
                 gl.glClearColor(0,0,0,0);
             } else {
                 gl.glClearColor(1,1,1,1);
             }
             gl.glEnable(GL10.GL_CULL_FACE);
             gl.glShadeModel(GL10.GL_SMOOTH);
             gl.glEnable(GL10.GL_DEPTH_TEST);
        }
        private boolean mTranslucentBackground;
        private Cube mCube;
        private float mAngle;
    }
    

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