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author | Jason Sams <rjsams@android.com> | 2011-07-06 13:29:29 -0700 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2011-07-06 13:29:29 -0700 |
commit | 04a3ae0d300d0e9437e2a070fe1e63029f31c9ae (patch) | |
tree | 60d96f5e5ad1e40bb2a39363e9ae3530e5ef8751 /docs | |
parent | be87cc945b5b094060cbc77b77383aefc60265e4 (diff) | |
parent | a53afedf783176d531e7cf8744f9b07ce60a5c92 (diff) | |
download | frameworks_base-04a3ae0d300d0e9437e2a070fe1e63029f31c9ae.zip frameworks_base-04a3ae0d300d0e9437e2a070fe1e63029f31c9ae.tar.gz frameworks_base-04a3ae0d300d0e9437e2a070fe1e63029f31c9ae.tar.bz2 |
Merge "docs: Re-write of OpenGL Framework topic bug 4285030"
Diffstat (limited to 'docs')
-rw-r--r-- | docs/html/guide/topics/graphics/index.jd | 25 | ||||
-rw-r--r-- | docs/html/guide/topics/graphics/opengl.jd | 232 |
2 files changed, 214 insertions, 43 deletions
diff --git a/docs/html/guide/topics/graphics/index.jd b/docs/html/guide/topics/graphics/index.jd index be1b0fc..2490e39 100644 --- a/docs/html/guide/topics/graphics/index.jd +++ b/docs/html/guide/topics/graphics/index.jd @@ -14,13 +14,20 @@ page.title=Graphics </ol> </li> </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> + <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li> + </ol> </div> </div> -<p>Android graphics are powered by a custom 2D graphics library and OpenGL ES 1.0 -for high performance 3D graphics. The most common 2D graphics APIs can be found in the -{@link android.graphics.drawable drawable package}. OpenGL APIs are available -from the Khronos {@link javax.microedition.khronos.opengles OpenGL ES package}, -plus some Android {@link android.opengl OpenGL utilities}.</p> + +<p>Android graphics are powered by a custom 2D graphics library, and the framework provides +support for high performance 3D graphics in the form of OpenGL ES and RenderScript. The most +common 2D graphics APIs can be found in the {@link android.graphics.drawable drawable package}. +OpenGL APIs are available from the Khronos {@link javax.microedition.khronos.opengles OpenGL ES} and +the {@link android.opengl} packages. The RenderScript APIs are available in the +{@link android.renderscript} package.</p> <p>When starting a project, it's important to consider exactly what your graphical demands will be. Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations @@ -32,10 +39,10 @@ and which tasks they're best suited for.</p> <p>If you're specifically looking for information on drawing 3D graphics, this page won't help a lot. However, the information below about how to <a href="#draw-with-canvas">Draw with a -Canvas</a> (and the section on SurfaceView), -will give you a quick idea of how you should draw to the View hierarchy. For more information -on Android's 3D graphic utilities (provided by the OpenGL ES API), -read <a href="opengl.html">3D with OpenGL</a> and refer to other OpenGL documentation.</p> +Canvas</a> (and the section on SurfaceView), will give you a quick idea of how you should draw to +the View hierarchy. For more information on Android's 3D graphics APIs, see +the <a href="opengl.html">3D with OpenGL</a> and +<a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a> documents.</p> <h2 id="options">Consider your Options</h2> diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd index 9f88954..cc467f2 100644 --- a/docs/html/guide/topics/graphics/opengl.jd +++ b/docs/html/guide/topics/graphics/opengl.jd @@ -3,51 +3,215 @@ parent.title=Graphics parent.link=index.html @jd:body +<div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#basics">The Basics</a></li> + <li><a href="#compatibility">OpenGL Versions and Device Compatibility</a> + <ol> + <li><a href="#textures">Texture Compression Support</a></li> + <li><a href="#declare-compression">Declaring Use of Compressed Textures</a></li> + </ol> + </li> + </ol> + <h2>Key classes</h2> + <ol> + <li>{@link android.opengl.GLSurfaceView}</li> + <li>{@link android.opengl.GLSurfaceView.Renderer}</li> + <li>{@link javax.microedition.khronos.opengles}</li> + <li>{@link android.opengl}</li> + </ol> + <h2>Related Samples</h2> + <ol> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLES20Activity.html">GLES20Activity</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +TouchRotateActivity.html">TouchRotateActivity</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +CompressedTextureActivity.html">Compressed Textures</a></li> + </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}resources/articles/glsurfaceview.html">Introducing +GLSurfaceView</a></li> + <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li> + <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li> + <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li> + </ol> + </div> +</div> -<p>Android includes support for high performance 3D graphics -via the OpenGL API—specifically, the OpenGL ES API.</p> +<p>Android includes support for high performance 2D and 3D graphics with the Open Graphics Library +(OpenGL) API—specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that +specifies a standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor +of the OpenGL specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API +specifications have been supported since Android 1.0. Beginning with Android 2.2 (API +Level 8), the framework supports the OpenGL ES 2.0 API specification.</p> -<p>OpenGL ES is a flavor of the OpenGL specification intended for embedded devices. Versions of <a -href="http://www.khronos.org/opengles/">OpenGL ES</a> are loosely peered to versions of the primary -OpenGL standard. Beginning with Android 2.2, the platform supports OpenGL ES 2.0 (with -backward compatibility support for OpenGL ES 1.1). For information about the relative number of -Android-powered devices that support a given version of OpenGL ES, see the <a -href="http://developer.android.com/resources/dashboard/opengl.html">OpenGL ES Versions</a> -dashboard.</p> +<p class="note"><b>Note:</b> The specific API provided by the Android framework is similar to the + J2ME JSR239 OpenGL ES API, but is not identical. If you are familiar with J2ME JSR239 + specification, be alert for variations.</p> -<p>The specific API provided by Android is similar to the J2ME JSR239 OpenGL -ES API. However, it may not be identical, so watch out for deviations.</p> -<h2>Using the API</h2> +<h2 id="basics">The Basics</h2> -<p>Here's how to use the API at an extremely high level:</p> +<p>Android supports OpenGL both through its framework API and the Native Development +Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the +NDK, see the <a href="{@docRoot}sdk/ndk/index.html">Android NDK</a>. -<ol> -<li>Write a custom {@link android.view.View} subclass.</li> -<li>Obtain a handle to an OpenGLContext, which provides access to the OpenGL functionality.</li> -<li>In your View's {@link android.view.View#onDraw onDraw()} method, get a handle to a GL object, -and use its methods to perform GL operations.</li> -</ol> +<p> + There are two foundational classes in the Android framework that let you create and manipulate +graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link +android.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application, +understanding how to implement these classes in an activity should be your first objective. +</p> + +<dl> + <dt>{@link android.opengl.GLSurfaceView}</dt> + <dd>This class is a container on which you can draw and manipulate objects using OpenGL API calls. + This class is similar in function to a {@link android.view.SurfaceView}, except that it is + specifically for use with OpenGL. You can use this class by simply creating an instance of + {@link android.opengl.GLSurfaceView} and adding your + {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture + touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to + implement the touch listeners, as shown in the <a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity +.html">TouchRotateActivity</a> sample.</dd> + + <dt>{@link android.opengl.GLSurfaceView.Renderer}</dt> + <dd>This interface defines the methods required for drawing graphics in an OpenGL {@link + android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a + separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using + {@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer) + GLSurfaceView.setRenderer()}. + + <p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the + following methods:</p> + <ul> + <li> + {@link + android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, + javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()}: The system calls this + method once, when creating the {@link android.opengl.GLSurfaceView}. Use this method to perform + actions that need to happen only once, such as setting OpenGL environment parameters or + initializing OpenGL graphic objects. + </li> + <li> + {@link + android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) + onDrawFrame()}: The system calls this method on each redraw of the {@link + android.opengl.GLSurfaceView}. Use this method as the primary execution point for + drawing (and re-drawing) graphic objects.</li> + <li> + {@link + android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, + int, int) onSurfaceChanged()}: The system calls this method when the {@link + android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link + android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls + this method when the device changes from portrait to landscape orientation. Use this method to + respond to changes in the {@link android.opengl.GLSurfaceView} container. + </li> + </ul> + </dd> +</dl> + +<p>Once you have established a container view for OpenGL using {@link +android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin +calling OpenGL APIs using the following classes:</p> + +<ul> + <li>OpenGL ES 1.0/1.1 API Packages + <ul> + <li>{@link javax.microedition.khronos.opengles} - This package provides the standard +implementation of OpenGL ES 1.0 and 1.1. + <ul> + <li>{@link javax.microedition.khronos.opengles.GL10}</li> + <li>{@link javax.microedition.khronos.opengles.GL10Ext}</li> + <li>{@link javax.microedition.khronos.opengles.GL11}</li> + <li>{@link javax.microedition.khronos.opengles.GL11Ext}</li> + <li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li> + </ul> + </li> + <li>{@link android.opengl} - This package provides a static interface to the OpenGL classes + above. These interfaces were added with Android 1.6 (API Level 4). + <ul> + <li>{@link android.opengl.GLES10}</li> + <li>{@link android.opengl.GLES10Ext}</li> + <li>{@link android.opengl.GLES11}</li> + <li>{@link android.opengl.GLES10Ext}</li> + </ul> + </li> + </ul> + </li> + <li>OpenGL ES 2.0 API Class + <ul> + <li>{@link android.opengl.GLES20 android.opengl.GLES20}</li> + </ul> + </li> +</ul> -<p>Several samples using OpenGL ES are available in the <a -href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/index.html">API -Demos</a> sample application. +<h2 id="compatibility">OpenGL Versions and Device Compatibility</h2> + +<p> + The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. +Beginning with Android 2.2 (API Level 8), the framework supports the OpenGL ES 2.0 API +specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new +applications being developed with OpenGL. For information about the relative number of +Android-powered devices that support a given version of OpenGL ES, see the <a +href="{@docRoot}resources/dashboard/opengl.html">OpenGL ES Versions Dashboard</a>.</p> + +<h3 id="textures">Texture compression support</h3> +<p>Texture compression can significantly increase the performance of your OpenGL application by +reducing memory requirements and making more efficient use of memory bandwidth. The Android +framework provides support for the ETC1 compression format as a standard feature, including a {@link +android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in your +Android SDK at {@code <sdk>/tools/}).</p> + +<p>For an example of an Android application that uses texture compression, see the <a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +CompressedTextureActivity.html">CompressedTextureActivity</a> code sample. </p> -<p>A summary of how to actually write 3D applications using OpenGL is -beyond the scope of this text and is left as an exercise for the reader.</p> +<p>To check if the ETC1 format is supported on a device, call the {@link +android.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.</p> -<h2>Links to Additional Information</h2> +<p class="note"><b>Note:</b> The ETC1 texture compression format does not support textures with an +alpha channel. If your application requires textures with an alpha channel, you should +investigate other texture compression formats available on your target devices.</p> -<p>Information about OpenGL ES can be -found at <a title="http://www.khronos.org/opengles/" -href="http://www.khronos.org/opengles/">http://www.khronos.org/opengles/</a>.</p> +<p>Beyond the ETC1 format, Android devices have varied support for texture compression based on +their GPU chipsets. You should investigate texture compression support on the the devices you are +are targeting to determine what compression types your application should support.</p> -<p>Information specifically -about OpenGL ES 1.0 (including a detailed specification) can be found -at <a title="http://www.khronos.org/opengles/1_X/" -href="http://www.khronos.org/opengles/1_X/">http://www.khronos.org/opengles/1_X/</a>.</p> +<p>To determine if texture compression formats other than ETC1 are supported on a particular +device:</p> +<ol> + <li>Run the following code on your target devices to determine what texture compression +formats are supported: +<pre> + String extensions = javax.microedition.khronos.opengles.GL10.glGetString(GL10.GL_EXTENSIONS); +</pre> + <p class="warning"><b>Warning:</b> The results of this call vary by device! You must run this +call on several target devices to determine what compression types are commonly supported on +your target devices.</p> + </li> + <li>Review the output of this method to determine what extensions are supported on the +device.</li> +</ol> -<p>The documentation for the Android OpenGL ES implementations are available in {@link -android.opengl} and {@link javax.microedition.khronos.opengles}.</p> +<h3 id="declare-compression">Declaring compressed textures</h3> +<p>Once you have decided which texture compression types your application will support, you +must declare them in your manifest file using <a +href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"> +<supports-gl-texture></a>. Declaring this information in your manifest file hides your +application from users with devices that do not support at least one of your declared +compression types. For more information on how Android Market filtering works for texture +compressions, see the <a +href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering"> +Android Market and texture compression filtering</a> section of the {@code +<supports-gl-texture>} documentation. |