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把Android原生的View渲染到OpenGL Texture

时间:2016-09-23 16:57:16      阅读:293      评论:0      收藏:0      [点我收藏+]

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                      尊重原创请附上链接:http://blog.csdn.net/u010949962/article/details/41865777

最近要把Android 原生的View渲染到OpenGL GLSurfaceView中,起初想到的是截图的方法,也就是把View截取成bitmap后,再把Bitmap渲染到OpenGL中;但是明显这种方法是不可行的,面对一些高速动态更新的View,只有不停的对view 进行截图才能渲染出原生View的效果。

         通过大量的Google终于在国外的网站找到了一个做过类似的先例(链接:http://www.felixjones.co.uk/neo%20website/Android_View/)。不过经过测试该方法只能渲染直接父类为View的view,也就是只能渲染一层View(如progressbar,没不能添加child的view),当该原生Android View包含很多子view时(也就是根View为FramLayout、或者linearLayout之类),无法实时的监听到View动态改变,OpenGL中只能不停的渲染该view,才能渲染出原生View的效果。但是这样一来不同的渲染会耗费大量的资源,降低应用程序的效率。理想中的话,是监听到了该View的内容或者其子view 的内容发生了变化(如:View中的字幕发生滚动)才进行渲染。

        经过接近两周的努力我终于完美地实现了该效果,既然是站在别人的基础上得来的成果,那么该方法就应当被共享,所以产生了此文,不过只支持api 15以上的

步骤一:重写根View

1.设置该View 绘制自己:

setWillNotDraw(false);

 2.监听View的变化,重写View,用ViewTreeObServer来监听,方法如下:

	private void addOnPreDrawListener() {

		if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {

			final ViewTreeObserver mObserver = getViewTreeObserver();
			if (mObserver != null) {
				mObserver.addOnPreDrawListener(new OnPreDrawListener() {

					@Override
					public boolean onPreDraw() {
						if (isDirty()) {//View或者子view发生变化
							invalidate();
						}
						return true;
					}
				});
			}
		}
	}

 3.重写该View的onDraw方法:

	@Override
	protected void onDraw(Canvas canvas) {
		try {
			if (mSurface != null) {
				Canvas surfaceCanvas = mSurface.lockCanvas(null);
				super.dispatchDraw(surfaceCanvas);
				mSurface.unlockCanvasAndPost(surfaceCanvas);
				
				mSurface.release();
				mSurface = null;
				mSurface = new Surface(mSurfaceTexture);
			}
		} catch (OutOfResourcesException e) {
			e.printStackTrace();
		}
	}
步骤二:GLSurfaceView.Renderer
class CustomRenderer implements GLSurfaceView.Renderer {
	int glSurfaceTex;
	private final int GL_TEXTURE_EXTERNAL_OES = 0x8D65;
	long currentTime;
	long previousTime;
	boolean b = false;
	int frameCount = 0;
	DirectDrawer mDirectDrawer;
	ActivityManager activityManager;
	MemoryInfo _memoryInfo;
	

	// Fixed values
	private int TEXTURE_WIDTH = 360;
	private int TEXTURE_HEIGHT = 360;

	Context context;
	
	private LauncherAppWidgetHostView addedWidgetView;
	
	private SurfaceTexture surfaceTexture = null;

	private Surface surface;

	float fps;
	
	public CustomRenderer(Context context, LauncherAppWidgetHostView addedWidgetView, Display mDisplay){
		this.context = context;
		this.addedWidgetView = addedWidgetView;
		TEXTURE_WIDTH = mDisplay.getWidth();
		TEXTURE_HEIGHT = mDisplay.getHeight();
		_memoryInfo = new MemoryInfo();
		activityManager = (ActivityManager) context.getApplicationContext().getSystemService(Context.ACTIVITY_SERVICE);
	}
	
	@Override
	public void onDrawFrame(GL10 gl) {

		synchronized (this) {
			surfaceTexture.updateTexImage();
		}

		activityManager.getMemoryInfo(_memoryInfo);

		GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
		GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
		GLES20.glEnable(GLES20.GL_BLEND);
		GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);

		float[] mtx = new float[16];
		surfaceTexture.getTransformMatrix(mtx);
		mDirectDrawer.draw(mtx);

		calculateFps();
		//getAppMemorySize();
		//getRunningAppProcessInfo();
		//Log.v("onDrawFrame", "FPS: " + Math.round(fps) + ", availMem: " + Math.round(_memoryInfo.availMem / 1048576) + "MB");
	}
	
	private void getAppMemorySize(){
		ActivityManager mActivityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
		android.os.Debug.MemoryInfo[] memoryInfos = mActivityManager.getProcessMemoryInfo(new int[]{android.os.Process.myPid()});
		int size = memoryInfos[0].dalvikPrivateDirty;
		Log.w("getAppMemorySize", size / 1024 + " MB");
	}

	
	private void getRunningAppProcessInfo() {  
		ActivityManager  mActivityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);  
	  
	    //获得系统里正在运行的所有进程  
	    List<RunningAppProcessInfo> runningAppProcessesList = mActivityManager.getRunningAppProcesses();  
	  
	    for (RunningAppProcessInfo runningAppProcessInfo : runningAppProcessesList) {  
	        // 进程ID号  
	        int pid = runningAppProcessInfo.pid;  
	        // 用户ID  
	        int uid = runningAppProcessInfo.uid;  
	        // 进程名  
	        String processName = runningAppProcessInfo.processName;  
	        // 占用的内存  
	        int[] pids = new int[] {pid};  
	        Debug.MemoryInfo[] memoryInfo = mActivityManager.getProcessMemoryInfo(pids);  
	        int memorySize = memoryInfo[0].dalvikPrivateDirty;  
	  
	        System.out.println("processName="+processName+",currentPid: "+  "pid= " +android.os.Process.myPid()+"----------->"+pid+",uid="+uid+",memorySize="+memorySize+"kb");  
	    }  
	}
	
	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) {

		surface = null;
		surfaceTexture = null;

		glSurfaceTex = Engine_CreateSurfaceTexture(TEXTURE_WIDTH, TEXTURE_HEIGHT);
		Log.d("GLES20Ext", "glSurfaceTex" + glSurfaceTex);
		if (glSurfaceTex > 0) {
			surfaceTexture = new SurfaceTexture(glSurfaceTex);
			surfaceTexture.setDefaultBufferSize(TEXTURE_WIDTH, TEXTURE_HEIGHT);
			surface = new Surface(surfaceTexture);
			addedWidgetView.setSurface(surface);
			addedWidgetView.setSurfaceTexture(surfaceTexture);
			//addedWidgetView.setSurfaceTexture(surfaceTexture);
			mDirectDrawer = new DirectDrawer(glSurfaceTex);
		}
	}

	float calculateFps() {

		frameCount++;
		if (!b) {
			b = true;
			previousTime = System.currentTimeMillis();
		}
		long intervalTime = System.currentTimeMillis() - previousTime;

		if (intervalTime >= 1000) {
			b = false;
			fps = frameCount / (intervalTime / 1000f);
			frameCount = 0;
			Log.w("calculateFps", "FPS: " + fps);
		}

		return fps;
	}

	int Engine_CreateSurfaceTexture(int width, int height) {
		/*
		 * Create our texture. This has to be done each time the surface is
		 * created.
		 */

		int[] textures = new int[1];
		GLES20.glGenTextures(1, textures, 0);

		glSurfaceTex = textures[0];

		if (glSurfaceTex > 0) {
			GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, glSurfaceTex);

			// Notice the use of GL_TEXTURE_2D for texture creation
			GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGB, width, height, 0, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, null);

			GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
			GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

			GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
			GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
		}
		return glSurfaceTex;
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		
	}
}

public class DirectDrawer {  
   private final String vertexShaderCode =  
           "attribute vec4 vPosition;" +  
           "attribute vec2 inputTextureCoordinate;" +  
           "varying vec2 textureCoordinate;" +  
           "void main()" +  
           "{"+  
               "gl_Position = vPosition;"+  
               "textureCoordinate = inputTextureCoordinate;" +  
           "}";  
 
   private final String fragmentShaderCode =  
           "#extension GL_OES_EGL_image_external : require\n"+  
           "precision mediump float;" +  
           "varying vec2 textureCoordinate;\n" +  
           "uniform samplerExternalOES s_texture;\n" +  
           "void main() {" +  
           "  gl_FragColor = texture2D( s_texture, textureCoordinate );\n" +  
           "}";  

   private FloatBuffer vertexBuffer, textureVerticesBuffer;  
   private ShortBuffer drawListBuffer;  
   private final int mProgram;  
   private int mPositionHandle;  
   private int mTextureCoordHandle;  
 
   private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices  
 
   // number of coordinates per vertex in this array  
   private static final int COORDS_PER_VERTEX = 2;  
 
   private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex  
 
   static float squareCoords[] = {  
      -1.0f,  0.0f,  
      -1.0f, -2.2f,  
       1.0f, -2.2f,  
       1.0f,  0.0f,  
   };  
 
   static float textureVertices[] = {  
	   	0f,  0f,    
	   	0f,  1f,  
	    1f,  1f,  
	    1f,  0f,   
   };  
 
   private int texture;  
 
   public DirectDrawer(int texture)  
   {  
       this.texture = texture;  
       // initialize vertex byte buffer for shape coordinates  
       ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);  
       bb.order(ByteOrder.nativeOrder());  
       vertexBuffer = bb.asFloatBuffer();  
       vertexBuffer.put(squareCoords);  
       vertexBuffer.position(0);  
 
       // initialize byte buffer for the draw list  
       ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);  
       dlb.order(ByteOrder.nativeOrder());  
       drawListBuffer = dlb.asShortBuffer();  
       drawListBuffer.put(drawOrder);  
       drawListBuffer.position(0);  
 
       ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);  
       bb2.order(ByteOrder.nativeOrder());  
       textureVerticesBuffer = bb2.asFloatBuffer();  
       textureVerticesBuffer.put(textureVertices);  
       textureVerticesBuffer.position(0);  
 
       int vertexShader    = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);  
       int fragmentShader  = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);  
 
       mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program  
       GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program  
       GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program  
       GLES20.glLinkProgram(mProgram);                  // creates OpenGL ES program executables  
   }  
 
   public void draw(float[] mtx)  
   {  
       GLES20.glUseProgram(mProgram);  
 
       GLES20.glActiveTexture(GLES20.GL_TEXTURE0);  
       GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);  
 
       // get handle to vertex shader's vPosition member  
       mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");  
 
       // Enable a handle to the triangle vertices  
       GLES20.glEnableVertexAttribArray(mPositionHandle);  
 
       // Prepare the <insert shape here> coordinate data  
       GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);  
 
       mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");  
       GLES20.glEnableVertexAttribArray(mTextureCoordHandle);  
         
		// textureVerticesBuffer.clear();
		// textureVerticesBuffer.put( transformTextureCoordinates(
		// textureVertices, mtx ));
		// textureVerticesBuffer.position(0);
       
       GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);  
 
       GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);  
 
       // Disable vertex array  
       GLES20.glDisableVertexAttribArray(mPositionHandle);  
       GLES20.glDisableVertexAttribArray(mTextureCoordHandle);  
   }  
     
   private  int loadShader(int type, String shaderCode){  
 
       // create a vertex shader type (GLES20.GL_VERTEX_SHADER)  
       // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)  
       int shader = GLES20.glCreateShader(type);  
 
       // add the source code to the shader and compile it  
       GLES20.glShaderSource(shader, shaderCode);  
       GLES20.glCompileShader(shader);  
 
       return shader;  
   }  
   private float[] transformTextureCoordinates( float[] coords, float[] matrix)  
   {            
      float[] result = new float[ coords.length ];          
      float[] vt = new float[4];        
 
      for ( int i = 0 ; i < coords.length ; i += 2 ) {  
          float[] v = { coords[i], coords[i+1], 0 , 1  };  
          Matrix.multiplyMV(vt, 0, matrix, 0, v, 0);  
          result[i] = vt[0];  
          result[i+1] = vt[1];  
      }  
      return result;  
   }  
}  
步骤三:配置GLSurfaceView:
GLSurfaceView glSurfaceView = new GLSurfaceView(getApplicationContext());
// Setup the surface view for drawing to

glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);		
glSurfaceView.setRenderer(renderer);
//glSurfaceView.setZOrderOnTop(true);

// Add our WebView to the Android View hierarchy
glSurfaceView.setLayoutParams(new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));

             效果如图所示,上面是猎豹清理大师的widget,下面是GLSurfaceView的Texture,原生的Widget和OpenGL中渲染的一模一样。并且点击widget进行清理时也能达到实时渲染的Veiw动画清理效果

技术分享

把Android原生的View渲染到OpenGL Texture

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原文地址:http://blog.csdn.net/u010949962/article/details/41865777

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