Android配置EGL环境C++版
android搭建opengles 的egl环境之前使用java已经写过,但是一般实际开发opengles的相关代码都在native层,因为native的话效率会比java高很多,步骤都是一致的,只是换一种语言写而已。之前使用java写的opengles egl环境搭建点击下面链接: https://www.jianshu.com/p/ce3496ab9e02
本文demo下载地址: https://github.com/ChinaZeng/NativeEglDemo
步骤都是一样的:
1、得到Egl实例 2、得到默认的显示设备(就是窗口) 3、初始化默认显示设备 4、设置显示设备的属性 5、从系统中获取对应属性的配置 6、创建EglContext 7、创建渲染的Surface 8、绑定EglContext和Surface到显示设备中 9、刷新数据,显示渲染场景
代码目录:
- 首先配置android ndk开发环境,我使用的是cmake cmake_minimum_required(VERSION 3.4.1) add_library( # Sets the name of the library. native-lib SHARED native-lib.cpp egl/EglHelper.cpp ) target_link_libraries( native-lib EGL GLESv2 android log )
- 书写EglHelper,这个类主要负责egl的环境初始化,绘制和销毁 //环境搭建初始化 int EglHelper::initEgl(EGLNativeWindowType window) { //1.得到默认的显示设备(就是窗口) -- eglGetDisplay mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mEglDisplay == EGL_NO_DISPLAY) { LOGE("eglGetDisplay error"); return -1; } //2. 初始化默认显示设备 -- eglInitialize EGLint *version = new EGLint[2]; if (!eglInitialize(mEglDisplay, &version[0], &version[1])) { LOGE("eglInitialize error"); return -1; } //3. 设置显示设备的属性 const EGLint attrib_config_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 8, EGL_STENCIL_SIZE, 8,// 眼睛屏幕的距离 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,//版本号 EGL_NONE }; //3.1 根据所需的参数获取符合该参数的config_size,主要是解决有些手机eglChooseConfig失败的兼容性问题 EGLint num_config; if (!eglChooseConfig(mEglDisplay, attrib_config_list, NULL, 1, &num_config)) { LOGE("eglChooseConfig error"); return -1; } //3.2 根据获取到的config_size得到eglConfig EGLConfig eglConfig; if (!eglChooseConfig(mEglDisplay, attrib_config_list, &eglConfig, num_config, &num_config)) { LOGE("eglChooseConfig error"); return -1; } //4. 创建egl上下文 eglCreateContext const EGLint attrib_ctx_list[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; mEglContext = eglCreateContext(mEglDisplay, eglConfig, NULL, attrib_ctx_list); if (mEglContext == EGL_NO_CONTEXT) { LOGE("eglCreateContext error"); return -1; } //5.创建渲染的surface mEglSurface = eglCreateWindowSurface(mEglDisplay, eglConfig, window, NULL); if (mEglSurface == EGL_NO_SURFACE) { LOGE("eglCreateWindowSurface error"); return -1; } //6. 绑定eglContext和surface到display if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { LOGE("eglMakeCurrent error"); return -1; } //7. 刷新数据,显示渲染场景 -- eglSwapBuffers return 0; } //交换缓冲 绘制 int EglHelper::swapBuffers() { if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE && eglSwapBuffers(mEglDisplay, mEglSurface)) { return 0; } return -1; } //销毁 void EglHelper::destroyEgl() { if (mEglDisplay != EGL_NO_DISPLAY) { //解绑display上的eglContext和surface eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); //销毁surface 和 eglContext if (mEglSurface != EGL_NO_SURFACE) { eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = EGL_NO_SURFACE; } if (mEglContext != EGL_NO_CONTEXT) { eglDestroyContext(mEglDisplay, mEglContext); mEglContext = EGL_NO_CONTEXT; } if (mEglDisplay != EGL_NO_DISPLAY) { eglTerminate(mEglDisplay); mEglDisplay = EGL_NO_DISPLAY; } } }
书写EglThread,顾名思义,这个类主要负责开启一个线程然后根据外部的生命周期调用EglHelper完成egl的环境搭建,并且和外部交互。
EglThread::EglThread() {
pthread_mutex_init(&pthread_mutex, NULL);
pthread_cond_init(&pthread_cond, NULL);
EglThread::~EglThread() {
pthread_mutex_destroy(&pthread_mutex);
pthread_cond_destroy(&pthread_cond);
void *eglThreadImpl(void *context) {
EglThread *eglThread = static_cast<EglThread *>(context);
if (!eglThread) {
LOGE("eglThreadImpl eglThread is null");
return 0;
EglHelper *eglHelper = new EglHelper();
if (eglHelper->initEgl(eglThread->mANativeWindow) != 0) {
LOGE("eglHelper initEgl error");
return 0;
eglThread->isExit = false;
while (!eglThread->isExit) {
if (eglThread->isCreate) {
eglThread->isCreate = false;
eglThread->onCreate();
if (eglThread->isChange) {
eglThread->isChange = false;
eglThread->isStart = true;
eglThread->onChange(eglThread->surfaceWidth, eglThread->surfaceHeight);
if (eglThread->isStart) {
eglThread->onDraw();
//切换缓冲区,显示
eglHelper->swapBuffers();
if (eglThread->mRenderType == RENDER_MODULE_AUTO) {
usleep(1000000 / 60);
} else {
pthread_mutex_lock(&eglThread->pthread_mutex);
pthread_cond_wait(&eglThread->pthread_cond, &eglThread->pthread_mutex);
pthread_mutex_unlock(&eglThread->pthread_mutex);
eglHelper->destroyEgl();
delete eglHelper;
eglHelper = NULL;
//return 0表示线程结束
return 0;
void EglThread::onSurfaceCreate(EGLNativeWindowType window) {
if (mEglThread == -1) {
isCreate = true;
mANativeWindow = window;
pthread_create(&mEglThread, NULL, eglThreadImpl, this);
void EglThread::onSurfaceChange(int width, int height) {
if (mEglThread != -1) {
surfaceWidth = width;
surfaceHeight = height;
isChange = true;
notifyRender();
void EglThread::setRenderModule(int renderType) {
mRenderType = renderType;
notifyRender();
void EglThread::notifyRender() {
pthread_mutex_lock(&pthread_mutex);
pthread_cond_signal(&pthread_cond);
pthread_mutex_unlock(&pthread_mutex);
void EglThread::callBackOnCreate(EglThread::OnCreate onCreate) {
this->onCreate = onCreate;
void EglThread::callBackOnChange(EglThread::OnChange onChange) {
this->onChange = onChange;
void EglThread::callBackOnDraw(EglThread::OnDraw onDraw) {
this->onDraw = onDraw;
}
- 书写java层和native层交互,对应生命周期回调即可 NationOpenGL.javapublic class NationOpenGL { static { System.loadLibrary("native-lib"); } public native void nativeSurfaceCreate(Surface surface); public native void nativeSurfaceChanged(int width, int height); public native void nativeSurfaceDestroyed(); }
NativeGLSurfaceView.java
public class NativeGLSurfaceView extends SurfaceView implements SurfaceHolder.Callback {
private NationOpenGL mNationOpenGL;
public NativeGLSurfaceView(Context context) {
this(context, null);
public NativeGLSurfaceView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
public NativeGLSurfaceView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
mNationOpenGL = new NationOpenGL();
getHolder().addCallback(this);
@Override
public void surfaceCreated(SurfaceHolder holder) {
mNationOpenGL.nativeSurfaceCreate(holder.getSurface());
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
mNationOpenGL.nativeSurfaceChanged(width, height);
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
mNationOpenGL.nativeSurfaceDestroyed();
}
native-lib.cpp
EglThread *eglThread = NULL;
void callBackOnCreate() {
LOGE("callBackOnCreate");
void callBackOnChange(int width, int height) {
glViewport(0, 0, width, height);
LOGE("callBackOnChange");
void callBackOnDraw() {
glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
LOGE("callBackOnDraw");
extern "C"
JNIEXPORT void JNICALL
Java_com_zzw_nativeopnegldemo_opengl_NationOpenGL_nativeSurfaceCreate(JNIEnv *env, jobject instance,
jobject surface) {
eglThread = new EglThread();
eglThread->callBackOnCreate(callBackOnCreate);
eglThread->callBackOnChange(callBackOnChange);
eglThread->callBackOnDraw(callBackOnDraw);
eglThread->setRenderModule(RENDER_MODULE_MANUAL);
ANativeWindow *nativeWindow = ANativeWindow_fromSurface(env, surface);
eglThread->onSurfaceCreate(nativeWindow);
extern "C"
JNIEXPORT void JNICALL
Java_com_zzw_nativeopnegldemo_opengl_NationOpenGL_nativeSurfaceChanged(JNIEnv *env,
jobject instance, jint width,
jint height) {
if (eglThread) {
eglThread->onSurfaceChange(width, height);
extern "C"
JNIEXPORT void JNICALL
Java_com_zzw_nativeopnegldemo_opengl_NationOpenGL_nativeSurfaceDestroyed(JNIEnv *env,
jobject instance) {
if (eglThread) {