NDK
을 사용하여 전체 화면에 비트 맵을 표시하려고합니다. 요구 사항은 완전히 원시 코드로 개발하도록 강요합니다. Skia
을 사용하여 SkBitmap
을 그 다음 Opengl APIs
으로 표시합니다. 실제 응용 프로그램에서 처음으로 응용 프로그램을 실행할 때 항상 정상적으로 작동합니다. 그러나 프로그램을 여러 번 열어 닫은 후에는 잘못된 이미지가 표시됩니다. 왜 이런 일이 생길까요?왜 내 안드로이드 네이티브 액티비티가 비트 맵 렌더링시 나쁜 이미지를 표시합니까?
기능 engine_init_display
은 OpenGL ES 및 EGL을 초기화하고, 비트 맵을 생성하고 텍스처를로드합니다.
static int engine_init_display(struct engine* engine){
// initialize OpenGL ES and EGL
/*
* Here specify the attributes of the desired configuration.
* Below, we select an EGLConfig with at least 8 bits per color
* component compatible with on-screen windows
*/
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_DEPTH_SIZE, 16,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint w, h, dummy, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
/* Here, the application chooses the configuration it desires. In this
* sample, we have a very simplified selection process, where we pick
* the first EGLConfig that matches our criteria */
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
* As soon as we picked a EGLConfig, we can safely reconfigure the
* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
LOGW("Unable to eglMakeCurrent");
return -1;
}
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
engine->display = display;
engine->context = context;
engine->surface = surface;
engine->width = w;
engine->height = h;
engine->state.angle = 0;
engine->format=format;
// Initialize GL state.
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glDisable(GL_DEPTH_TEST);
SkBitmap bitmap;
GLvoid* bitmapBuffer;
createBitmap(bitmap,bitmapBuffer,width,height);
drawBitmap(bitmap,width,height);
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&sTexture);
glBindTexture(GL_TEXTURE_2D,sTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)bitmapBuffer);
glDisable(GL_TEXTURE_2D);
glFinish();
clearBitmapBuffer(bitmap,bitmapBuffer);
//engine_draw_frame(engine);
return 0;
}
기능 render
비트 맵
void render(struct engine* engine, int width, int height){
glViewport((engine->width-width)/2, (engine->height-height)/2, width, height);
glClearColorx((GLfixed)(0.1f * 65536),(GLfixed)(0.2f * 65536),(GLfixed)(0.3f * 65536), 0x10000);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D,sTexture);
glFrontFace(GL_CW);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoords);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glFlush();
eglSwapBuffers(engine->display, engine->surface);
}
그리고 윈도우가 폐쇄 될 때, engine_term_display
는
static void engine_term_display(struct engine* engine) {
if (engine->display != EGL_NO_DISPLAY) {
eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (engine->context != EGL_NO_CONTEXT) {
eglDestroyContext(engine->display, engine->context);
}
if (engine->surface != EGL_NO_SURFACE) {
eglDestroySurface(engine->display, engine->surface);
}
eglTerminate(engine->display);
}
engine->display = EGL_NO_DISPLAY;
engine->context = EGL_NO_CONTEXT;
engine->surface = EGL_NO_SURFACE;
}
업데이트
android_main
가 호출 될에게 표시하는 것 내 기본 응용 프로그램의 주요 진입 점. 이 메인 함수가 반환되면 전체 애플리케이션이 여전히 실행 중임을 알게되었습니다. 나 자신에 의해 그것을 해결
void android_main(struct android_app* state) {
struct engine engine;
// Make sure glue isn't stripped.
app_dummy();
memset(&engine, 0, sizeof(engine));
state->userData = &engine;
state->onAppCmd = engine_handle_cmd;
state->onInputEvent = engine_handle_input;
engine.app = state;
ANativeActivity_setWindowFlags(engine.app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
if (state->savedState != NULL) {
// We are starting with a previous saved state; restore from it.
engine.state = *(struct saved_state*)state->savedState;
}
while(1){
int ident;
int events;
struct android_poll_source* source;
if((ident=ALooper_pollAll(-1, NULL, &events,(void**)&source))>=0){
// Process this event.
if (source != NULL) {
source->process(state, source);
}
if (state->destroyRequested != 0) {
engine_term_display(&engine);
return;
}
}
}
}
Icky. 기본적으로 VM을 무릎에서 떼어내어 전체 프로세스를 종료합니다. – Bostwickenator