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authorJack Palevich <>2009-04-09 14:51:25 -0700
committerThe Android Open Source Project <initial-contribution@android.com>2009-04-09 14:51:25 -0700
commit23cda69aaa82718ad9cd29220b5b11b0de205493 (patch)
treeede5b253699a13671d1da87ccdfb8ecbad0859a5 /opengl/java
parent2dcaf4ee664528c39cddbe945da4983f196f4783 (diff)
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AI 145523: am: CL 145244 Fully document GLSurfaceView and related classes.
Original author: jackpal Merged from: //branches/cupcake/... Automated import of CL 145523
Diffstat (limited to 'opengl/java')
-rw-r--r--opengl/java/android/opengl/GLSurfaceView.java400
1 files changed, 349 insertions, 51 deletions
diff --git a/opengl/java/android/opengl/GLSurfaceView.java b/opengl/java/android/opengl/GLSurfaceView.java
index 7fb8585..43011d7 100644
--- a/opengl/java/android/opengl/GLSurfaceView.java
+++ b/opengl/java/android/opengl/GLSurfaceView.java
@@ -16,7 +16,6 @@
package android.opengl;
-import java.io.IOException;
import java.io.Writer;
import java.util.ArrayList;
import java.util.concurrent.Semaphore;
@@ -38,32 +37,163 @@ import android.view.SurfaceView;
/**
* An implementation of SurfaceView that uses the dedicated surface for
- * displaying an OpenGL animation. This allows the animation to run in a
- * separate thread, without requiring that it be driven by the update mechanism
- * of the view hierarchy.
+ * displaying OpenGL rendering.
+ * <p>
+ * A GLSurfaceView provides the following features:
+ * <p>
+ * <ul>
+ * <li>Manages a surface, which is a special piece of memory that can be
+ * composited into the Android view system.
+ * <li>Manages an EGL display, which enables OpenGL to render into a surface.
+ * <li>Accepts a user-provided Renderer object that does the actual rendering.
+ * <li>Renders on a dedicated thread to decouple rendering performance from the
+ * UI thread.
+ * <li>Supports both on-demand and continuous rendering.
+ * <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
+ * </ul>
+ *
+ * <h3>Using GLSurfaceView</h3>
+ * <p>
+ * Typically you use GLSurfaceView by subclassing it and overriding one or more of the
+ * View system input event methods. If your application does not need to override event
+ * methods then GLSurfaceView can be used as-is. For the most part
+ * GLSurfaceView behavior is customized by calling "set" methods rather than by subclassing.
+ * For example, unlike a regular View, drawing is delegated to a separate Renderer object which
+ * is registered with the GLSurfaceView
+ * using the {@link #setRenderer(Renderer)} call.
+ * <p>
+ * <h3>Initializing GLSurfaceView</h3>
+ * All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}.
+ * However, if desired, you can modify the default behavior of GLSurfaceView by calling one or
+ * more of these methods before calling setRenderer:
+ * <ul>
+ * <li>{@link #setDebugFlags(int)}
+ * <li>{@link #setEGLConfigChooser(boolean)}
+ * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
+ * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
+ * <li>{@link #setGLWrapper(GLWrapper)}
+ * </ul>
+ * <p>
+ * <h4>Choosing an EGL Configuration</h4>
+ * A given Android device may support multiple possible types of drawing surfaces.
+ * The available surfaces may differ in how may channels of data are present, as
+ * well as how many bits are allocated to each channel. Therefore, the first thing
+ * GLSurfaceView has to do when starting to render is choose what type of surface to use.
+ * <p>
+ * By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface
+ * with a 16-bit depth buffer and no stencil. If you would prefer a different surface (for example,
+ * if you do not need a depth buffer) you can override the default behavior by calling one of the
+ * setEGLConfigChooser methods.
+ * <p>
+ * <h4>Debug Behavior</h4>
+ * You can optionally modify the behavior of GLSurfaceView by calling
+ * one or more of the debugging methods {@link #setDebugFlags(int)},
+ * and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
+ * typically they are called before setRenderer so that they take effect immediately.
+ * <p>
+ * <h4>Setting a Renderer</h4>
+ * Finally, you must call {@link #setRenderer} to register a {@link Renderer}.
+ * The renderer is
+ * responsible for doing the actual OpenGL rendering.
+ * <p>
+ * <h3>Rendering Mode</h3>
+ * Once the renderer is set, you can control whether the renderer draws
+ * continuously or on-demand by calling
+ * {@link #setRenderMode}. The default is continuous rendering.
+ * <p>
+ * <h3>Activity Life-cycle</h3>
+ * A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients
+ * are required to call {@link #onPause()} when the activity pauses and
+ * {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView to
+ * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
+ * the OpenGL display.
+ * <p>
+ * <h3>Handling events</h3>
+ * <p>
+ * To handle an event you will typically subclass GLSurfaceView and override the
+ * appropriate method, just as you would with any other View. However, when handling
+ * the event, you may need to communicate with the Renderer object
+ * that's running in the rendering thread. You can do this using any
+ * standard Java cross-thread communication mechanism. In addition,
+ * one relatively easy way to communicate with your renderer is
+ * to call
+ * {@link #queueEvent(Runnable)}. For example:
+ * <pre class="prettyprint">
+ * class MyGLSurfaceView extends GLSurfaceView {
+ *
+ * private MyRenderer mMyRenderer;
+ *
+ * public void start() {
+ * mMyRenderer = ...;
+ * setRenderer(mMyRenderer);
+ * }
+ *
+ * public boolean onKeyDown(int keyCode, KeyEvent event) {
+ * if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
+ * queueEvent(new Runnable() {
+ * // This method will be called on the rendering
+ * // thread:
+ * public void run() {
+ * mMyRenderer.handleDpadCenter();
+ * }});
+ * return true;
+ * }
+ * return super.onKeyDown(keyCode, event);
+ * }
+ * }
+ * </pre>
*
- * The application-specific rendering code is delegated to a GLView.Renderer
- * instance.
*/
public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
+ /**
+ * The renderer only renders
+ * when the surface is created, or when {@link #requestRender} is called.
+ *
+ * @see #getRenderMode()
+ * @see #setRenderMode(int)
+ */
public final static int RENDERMODE_WHEN_DIRTY = 0;
+ /**
+ * The renderer is called
+ * continuously to re-render the scene.
+ *
+ * @see #getRenderMode()
+ * @see #setRenderMode(int)
+ * @see #requestRender()
+ */
public final static int RENDERMODE_CONTUOUSLY = 1;
/**
- * Check glError() after every GL call.
+ * Check glError() after every GL call and throw an exception if glError indicates
+ * that an error has occurred. This can be used to help track down which OpenGL ES call
+ * is causing an error.
+ *
+ * @see #getDebugFlags
+ * @see #setDebugFlags
*/
public final static int DEBUG_CHECK_GL_ERROR = 1;
/**
* Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
+ *
+ * @see #getDebugFlags
+ * @see #setDebugFlags
*/
public final static int DEBUG_LOG_GL_CALLS = 2;
+ /**
+ * Standard View constructor. In order to render something, you
+ * must call {@link #setRenderer} to register a renderer.
+ */
public GLSurfaceView(Context context) {
super(context);
init();
}
+ /**
+ * Standard View constructor. In order to render something, you
+ * must call {@link #setRenderer} to register a renderer.
+ */
public GLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
@@ -78,8 +208,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * Set the glWrapper to a new value. The current glWrapper is used
- * whenever a surface is created. The default value is null.
+ * Set the glWrapper. If the glWrapper is not null, its
+ * {@link GLWrapper#wrap(GL)} method is called
+ * whenever a surface is created. A GLWrapper can be used to wrap
+ * the GL object that's passed to the renderer. Wrapping a GL
+ * object enables examining and modifying the behavior of the
+ * GL calls made by the renderer.
+ * <p>
+ * Wrapping is typically used for debugging purposes.
+ * <p>
+ * The default value is null.
* @param glWrapper the new GLWrapper
*/
public void setGLWrapper(GLWrapper glWrapper) {
@@ -87,7 +225,9 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * Set the debug flags to a new value. The debug flags take effect
+ * Set the debug flags to a new value. The value is
+ * constructed by OR-together zero or more
+ * of the DEBUG_CHECK_* constants. The debug flags take effect
* whenever a surface is created. The default value is zero.
* @param debugFlags the new debug flags
* @see #DEBUG_CHECK_GL_ERROR
@@ -97,13 +237,39 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
mDebugFlags = debugFlags;
}
+ /**
+ * Get the current value of the debug flags.
+ * @return the current value of the debug flags.
+ */
public int getDebugFlags() {
return mDebugFlags;
}
/**
- * Set the renderer associated with this view. Can only be called once.
- * @param renderer
+ * Set the renderer associated with this view. Also starts the thread that
+ * will call the renderer, which in turn causes the rendering to start.
+ * <p>This method should be called once and only once in the life-cycle of
+ * a GLSurfaceView.
+ * <p>The following GLSurfaceView methods can only be called <em>before</em>
+ * setRenderer is called:
+ * <ul>
+ * <li>{@link #setEGLConfigChooser(boolean)}
+ * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
+ * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
+ * </ul>
+ * <p>
+ * The following GLSurfaceView methods can only be called <em>after</em>
+ * setRenderer is called:
+ * <ul>
+ * <li>{@link #getRenderMode()}
+ * <li>{@link #onPause()}
+ * <li>{@link #onResume()}
+ * <li>{@link #queueEvent(Runnable)}
+ * <li>{@link #requestRender()}
+ * <li>{@link #setRenderMode(int)}
+ * </ul>
+ *
+ * @param renderer the renderer to use to perform OpenGL drawing.
*/
public void setRenderer(Renderer renderer) {
if (mGLThread != null) {
@@ -118,11 +284,14 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * Set the EGLConfigChooser associated with this view. If this method is
- * called at all, it must be called before {@link #setRenderer(Renderer)}
+ * Install a custom EGLConfigChooser.
+ * <p>If this method is
+ * called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
- * The supplied configChooser will be used to choose a configuration.
+ * If no setEGLConfigChooser method is called, then by default the
+ * view will choose a config as close to 16-bit RGB as possible, with
+ * a depth buffer as close to 16 bits as possible.
* @param configChooser
*/
public void setEGLConfigChooser(EGLConfigChooser configChooser) {
@@ -134,17 +303,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * Set the EGLConfigChooser associated with this view. If this method is
- * called, it must be called before {@link #setRenderer(Renderer)}
- * is called.
- * <p>
- * This method installs a config chooser which will choose a config
+ * Install a config chooser which will choose a config
* as close to 16-bit RGB as possible, with or without an optional depth
* buffer as close to 16-bits as possible.
+ * <p>If this method is
+ * called, it must be called before {@link #setRenderer(Renderer)}
+ * is called.
* <p>
- * If no setEGLConfigChooser method is called, then by default the
+ * If no setEGLConfigChooser method is called, then by default the
* view will choose a config as close to 16-bit RGB as possible, with
- * a depth buffer as close to 16-bits as possible.
+ * a depth buffer as close to 16 bits as possible.
*
* @param needDepth
*/
@@ -153,13 +321,16 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * Set the EGLConfigChooser associated with this view. If this method is
+ * Install a config chooser which will choose a config
+ * with at least the specified component sizes, and as close
+ * to the specified component sizes as possible.
+ * <p>If this method is
* called, it must be called before {@link #setRenderer(Renderer)}
* is called.
* <p>
- * This method installs a config chooser which will choose a config
- * with at least the specified component sizes, and as close
- * to the specified component sizes as possible.
+ * If no setEGLConfigChooser method is called, then by default the
+ * view will choose a config as close to 16-bit RGB as possible, with
+ * a depth buffer as close to 16 bits as possible.
*
*/
public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
@@ -168,12 +339,20 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
blueSize, alphaSize, depthSize, stencilSize));
}
/**
- * Set the rendering mode. When the renderMode is
- * RENDERMODE_CONTINUOUSLY, the renderer is called
- * repeatedly to re-render the scene. When the rendermode
+ * Set the rendering mode. When renderMode is
+ * RENDERMODE_CONTUOUSLY, the renderer is called
+ * repeatedly to re-render the scene. When renderMode
* is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
- * is created, or when requestRender is called. Defaults to RENDERMODE_CONTINUOUSLY.
+ * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTUOUSLY.
+ * <p>
+ * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
+ * by allowing the GPU and CPU to idle when the view does not need to be updated.
+ * <p>
+ * This method can only be called after {@link #setRenderer(Renderer)}
+ *
* @param renderMode one of the RENDERMODE_X constants
+ * @see #RENDERMODE_CONTUOUSLY
+ * @see #RENDERMODE_WHEN_DIRTY
*/
public void setRenderMode(int renderMode) {
mGLThread.setRenderMode(renderMode);
@@ -182,38 +361,55 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
/**
* Get the current rendering mode. May be called
* from any thread. Must not be called before a renderer has been set.
- * @return true if the renderer will render continuously.
+ * @return the current rendering mode.
+ * @see #RENDERMODE_CONTUOUSLY
+ * @see #RENDERMODE_WHEN_DIRTY
*/
public int getRenderMode() {
return mGLThread.getRenderMode();
}
/**
- * Request that the renderer render a frame. May be called
- * from any thread. Must not be called before a renderer has been set.
+ * Request that the renderer render a frame.
* This method is typically used when the render mode has been set to
- * false, so that frames are only rendered on demand.
+ * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
+ * May be called
+ * from any thread. Must not be called before a renderer has been set.
*/
public void requestRender() {
mGLThread.requestRender();
}
+ /**
+ * This method is part of the SurfaceHolder.Callback interface, and is
+ * not normally called or subclassed by clients of GLSurfaceView.
+ */
public void surfaceCreated(SurfaceHolder holder) {
mGLThread.surfaceCreated();
}
+ /**
+ * This method is part of the SurfaceHolder.Callback interface, and is
+ * not normally called or subclassed by clients of GLSurfaceView.
+ */
public void surfaceDestroyed(SurfaceHolder holder) {
// Surface will be destroyed when we return
mGLThread.surfaceDestroyed();
}
+ /**
+ * This method is part of the SurfaceHolder.Callback interface, and is
+ * not normally called or subclassed by clients of GLSurfaceView.
+ */
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
mGLThread.onWindowResize(w, h);
}
/**
* Inform the view that the activity is paused. The owner of this view must
- * call this method when the activity is paused.
+ * call this method when the activity is paused. Calling this method will
+ * pause the rendering thread.
+ * Must not be called before a renderer has been set.
*/
public void onPause() {
mGLThread.onPause();
@@ -221,20 +417,30 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
/**
* Inform the view that the activity is resumed. The owner of this view must
- * call this method when the activity is resumed.
+ * call this method when the activity is resumed. Calling this method will
+ * recreate the OpenGL display and resume the rendering
+ * thread.
+ * Must not be called before a renderer has been set.
*/
public void onResume() {
mGLThread.onResume();
}
/**
- * Queue an "event" to be run on the GL rendering thread.
+ * Queue a runnable to be run on the GL rendering thread. This can be used
+ * to communicate with the Renderer on the rendering thread.
+ * Must not be called before a renderer has been set.
* @param r the runnable to be run on the GL rendering thread.
*/
public void queueEvent(Runnable r) {
mGLThread.queueEvent(r);
}
+ /**
+ * This method is used as part of the View class and is not normally
+ * called or subclassed by clients of GLSurfaceView.
+ * Must not be called before a renderer has been set.
+ */
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
@@ -243,40 +449,129 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
// ----------------------------------------------------------------------
+ /**
+ * An interface used to wrap a GL interface.
+ * <p>Typically
+ * used for implementing debugging and tracing on top of the default
+ * GL interface. You would typically use this by creating your own class
+ * that implemented all the GL methods by delegating to another GL instance.
+ * Then you could add your own behavior before or after calling the
+ * delegate. All the GLWrapper would do was instantiate and return the
+ * wrapper GL instance:
+ * <pre class="prettyprint">
+ * class MyGLWrapper implements GLWrapper {
+ * GL wrap(GL gl) {
+ * return new MyGLImplementation(gl);
+ * }
+ * static class MyGLImplementation implements GL,GL10,GL11,... {
+ * ...
+ * }
+ * }
+ * </pre>
+ * @see #setGLWrapper(GLWrapper)
+ */
public interface GLWrapper {
- GL wrap(GL gl);
+ /**
+ * Wraps a gl interface in another gl interface.
+ * @param gl a GL interface that is to be wrapped.
+ * @return either the input argument or another GL object that wraps the input argument.
+ */
+ GL wrap(GL gl);
}
- // ----------------------------------------------------------------------
-
/**
* A generic renderer interface.
+ * <p>
+ * The renderer is responsible for making OpenGL calls to render a frame.
+ * <p>
+ * GLSurfaceView clients typically create their own classes that implement
+ * this interface, and then call {@link GLSurfaceView#setRenderer} to
+ * register the renderer with the GLSurfaceView.
+ * <p>
+ * <h3>Threading</h3>
+ * The renderer will be called on a separate thread, so that rendering
+ * performance is decoupled from the UI thread. Clients typically need to
+ * communicate with the renderer from the UI thread, because that's where
+ * input events are received. Clients can communicate using any of the
+ * standard Java techniques for cross-thread communication, or they can
+ * use the {@link GLSurfaceView#queueEvent(Runnable)} convenience method.
+ * <p>
+ * <h3>EGL Context Lost</h3>
+ * There are situations where the EGL rendering context will be lost. This
+ * typically happens when device wakes up after going to sleep. When
+ * the EGL context is lost, all OpenGL resources (such as textures) that are
+ * associated with that context will be automatically deleted. In order to
+ * keep rendering correctly, a renderer must recreate any lost resources
+ * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
+ * is a convenient place to do this.
+ *
+ *
+ * @see #setRenderer(Renderer)
*/
public interface Renderer {
/**
- * Surface created.
- * Called when the surface is created. Called when the application
- * starts, and whenever the GPU is reinitialized. This will
- * typically happen when the device awakes after going to sleep.
- * Set your textures here.
+ * Called when the surface is created or recreated.
+ * <p>
+ * Called when the rendering thread
+ * starts and whenever the EGL context is lost. The context will typically
+ * be lost when the Android device awakes after going to sleep.
+ * <p>
+ * Since this method is called at the beginning of rendering, as well as
+ * every time the EGL context is lost, this method is a convenient place to put
+ * code to create resources that need to be created when the rendering
+ * starts, and that need to be recreated when the EGL context is lost.
+ * Textures are an example of a resource that you might want to create
+ * here.
+ * <p>
+ * Note that when the EGL context is lost, all OpenGL resources associated
+ * with that context will be automatically deleted. You do not need to call
+ * the corresponding "glDelete" methods such as glDeleteTextures to
+ * manually delete these lost resources.
+ * <p>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param config the EGLConfig of the created surface. Can be used
* to create matching pbuffers.
*/
void onSurfaceCreated(GL10 gl, EGLConfig config);
+
/**
- * Surface changed size.
+ * Called when the surface changed size.
+ * <p>
* Called after the surface is created and whenever
- * the OpenGL ES surface size changes. Set your viewport here.
+ * the OpenGL ES surface size changes.
+ * <p>
+ * Typically you will set your viewport here. If your camera
+ * is fixed then you could also set your projection matrix here:
+ * <pre class="prettyprint">
+ * void onSurfaceChanged(GL10 gl, int width, int height) {
+ * gl.glViewport(0, 0, width, height);
+ * // for a fixed camera, set the projection too
+ * float ratio = (float) width / height;
+ * gl.glMatrixMode(GL10.GL_PROJECTION);
+ * gl.glLoadIdentity();
+ * gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
+ * }
+ * </pre>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
* @param width
* @param height
*/
void onSurfaceChanged(GL10 gl, int width, int height);
+
/**
- * Draw the current frame.
+ * Called to draw the current frame.
+ * <p>
+ * This method is responsible for drawing the current frame.
+ * <p>
+ * The implementation of this method typically looks like this:
+ * <pre class="prettyprint">
+ * void onDrawFrame(GL10 gl) {
+ * gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+ * //... other gl calls to render the scene ...
+ * }
+ * </pre>
* @param gl the GL interface. Use <code>instanceof</code> to
* test if the interface supports GL11 or higher interfaces.
*/
@@ -284,15 +579,18 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
/**
- * An interface for choosing a configuration from a list of
+ * An interface for choosing an EGLConfig configuration from a list of
* potential configurations.
- *
+ * <p>
+ * This interface must be implemented by clients wishing to call
+ * {@link GLSurfaceView#setEGLConfigChooser(EGLConfigChooser)}
*/
public interface EGLConfigChooser {
/**
* Choose a configuration from the list. Implementors typically
* implement this method by calling
- * {@link EGL10#eglChooseConfig} and iterating through the results.
+ * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
+ * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
* @param egl the EGL10 for the current display.
* @param display the current display.
* @return the chosen configuration.