- 浏览: 41841 次
- 性别:
- 来自: 日照
最新评论
-
wuhanchendalong:
哥们你能把这个源代码的布局文件发给我好吗?我看看 非常感谢 ...
Android 自定义BaseAdapter -
greatghoul:
antkingwei 写道greatghoul 写道有木有跨平 ...
Java 在CS客户端做网页连接 -
antkingwei:
greatghoul 写道有木有跨平台的实现方法?什么意思?
Java 在CS客户端做网页连接 -
greatghoul:
有木有跨平台的实现方法?
Java 在CS客户端做网页连接
希望能给需要得人一点帮助,这个触屏可以改变壁纸映射,
JAVA与Androdi交流群150086842
这个是主类
package com.android.first3Dlive;
import android.content.Context; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.view.MotionEvent; public class First3DLive extends GLWallpaperService{ private GLRender1 mRender; public Engine onCreateEngine(){ if(mRender == null){ mRender = new GLRender1(); } return new First3DLiveEngine(this); } class First3DLiveEngine extends GLWallpaperService.GLEngine{ public First3DLiveEngine(Context context){ setRenderer(mRender); GLImage.load(context.getResources()); setRenderMode(RENDERMODE_CONTINUOUSLY); } public void onTouchEvent(MotionEvent event){ mRender.onTouchEvent(event); } } } class GLImage { public static Bitmap mt[] = new Bitmap[6]; //public static Bitmap mBitmap=null; public static void load(Resources resources) { // mBitmap = BitmapFactory.decodeResource(resources, R.drawable.antking1); mt[0] = BitmapFactory.decodeResource(resources, R.drawable.antking); mt[1] = BitmapFactory.decodeResource(resources, R.drawable.antking1); mt[2] = BitmapFactory.decodeResource(resources, R.drawable.antking2); mt[3] = BitmapFactory.decodeResource(resources, R.drawable.antking3); mt[4] = BitmapFactory.decodeResource(resources, R.drawable.antking4); mt[5] = BitmapFactory.decodeResource(resources, R.drawable.xiaofei); } }
package com.android.first3Dlive;
import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLU; import android.opengl.GLUtils; import android.view.MotionEvent; public class GLRender1 implements GLWallpaperService.Renderer { private final IntBuffer mVertexBuffer; private final IntBuffer nBuffer; float xrot, yrot, zrot; int[] texture; int i=0; boolean key= true; int one =0x10000; public GLRender1(){ int texCoord[]={ one,0,0,0,0,one,one,one, 0,0,0,one,one,one,one,0, one,one,one,0,0,0,0,one, 0,one,one,one,one,0,0,0, 0,0,0,one,one,one,one,0, one,0,0,0,0,one,one,one, }; int vertices[]={ -one,-one,one, one,-one,one, one,one,one, -one,one,one, -one,-one,-one, -one,one,-one, one,one,-one, one,-one,-one, -one,one,-one, -one,one,one, one,one,one, one,one,-one, -one,-one,-one, one,-one,-one, one,-one,one, -one,-one,one, one,-one,-one, one,one,-one, one,one,one, one,-one,one, -one,-one,-one, -one,-one,one, -one,one,one, -one,one,-one, }; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer v = ByteBuffer.allocateDirect(texCoord.length *4); v.order(ByteOrder.nativeOrder()); nBuffer = v.asIntBuffer(); nBuffer.put(texCoord); nBuffer.position(0); } ByteBuffer indices = ByteBuffer.wrap(new byte[]{ 0,1,3,2, 4,5,7,6, 8,9,11,10, 12,13,15,14, 16,17,19,18, 20,21,23,22, }); @Override public void onDrawFrame(GL10 gl) { // 清除屏幕和深度缓存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // 重置当前的模型观察矩阵 gl.glLoadIdentity(); //gl.glEnable(GL10.GL_LIGHTING); gl.glTranslatef(0.0f, 0.0f, -5.0f); //设置3个方向的旋转 gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f); // 绑定纹理 gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[i]); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); //纹理和四边形对应的顶点 //gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, nBuffer); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, nBuffer); //绘制 //for(int i=0;i<6;i++){ // gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,i*4, 4); //} gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_BYTE, indices); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); xrot+=0.3f; yrot+=0.6f; zrot+=0.4f; //if(key){ // gl.glEnable(GL10.GL_BLEND); // gl.glDisable(GL10.GL_DEPTH_TEST); //}else{ //gl.glDisable(GL10.GL_BLEND); //gl.glEnable(GL10.GL_DEPTH_TEST); //} } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { float ratio = (float) width /height; //设置OpenGL场景的大小 gl.glViewport(-100,-100,width+200, height+200); //设置投影矩阵 gl.glMatrixMode(GL10.GL_PROJECTION); //重置投影矩阵 gl.glLoadIdentity(); // 设置视口的大小 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); // 选择模型观察矩阵 gl.glMatrixMode(GL10.GL_MODELVIEW); // 重置模型观察矩阵 gl.glLoadIdentity(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // 黑色背景 gl.glClearColor(0.4f, 0.6f, 0.5f, 0.3f); gl.glEnable(GL10.GL_CULL_FACE); // 启用阴影平滑 gl.glShadeModel(GL10.GL_SMOOTH); // 启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); //启用纹理映射 gl.glClearDepthf(1.0f); //深度测试的类型 gl.glDepthFunc(GL10.GL_LEQUAL); //精细的透视修正 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); float lightAmbient[] = new float[] { 0.2f, 0.2f, 0.2f, 1 }; float lightDiffuse[] = new float[] { 1, 1, 1, 1 }; float[] lightPos = new float[] { 1, 1, 1, 1 }; gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0); // 立方体的材质,这可以决定光照在它上面的效果 漫反射还是镜面反射。 58 59 float matAmbient[] = new float[] { 1, 1, 1, 1 }; float matDiffuse[] = new float[] { 1, 1, 1, 1 }; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0); // 设置我们需要的各种参数 69 //允许2D贴图,纹理 gl.glEnable(GL10.GL_TEXTURE_2D); IntBuffer intBuffer = IntBuffer.allocate(6); // 创建纹理 gl.glGenTextures(6, intBuffer); //loadTexture(gl,context); texture = intBuffer.array(); // 设置要使用的纹理 gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[0], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[1], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[2], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[3], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[4], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0,GLImage.mt[5], 0); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glEnable(GL10.GL_LIGHT0); }public boolean onTouchEvent(MotionEvent event){ if(event.getAction()==event.ACTION_UP){ i++; if(i>=6){ i=0; } } if(event.getAction()==event.ACTION_MOVE){ key=!key; } return false; } }
package com.android.first3Dlive;
import java.io.Writer; import java.util.ArrayList; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGL11; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.egl.EGLContext; import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.egl.EGLSurface; import javax.microedition.khronos.opengles.GL; import javax.microedition.khronos.opengles.GL10; import com.android.first3Dlive.BaseConfigChooser.ComponentSizeChooser; import com.android.first3Dlive.BaseConfigChooser.SimpleEGLConfigChooser; import android.service.wallpaper.WallpaperService; import android.util.Log; import android.view.SurfaceHolder; // Original code provided by Robert Green // http://www.rbgrn.net/content/354-glsurfaceview-adapted-3d-live-wallpapers public class GLWallpaperService extends WallpaperService { private static final String TAG = "GLWallpaperService"; @Override public Engine onCreateEngine() { return new GLEngine(); } public class GLEngine extends Engine { public final static int RENDERMODE_WHEN_DIRTY = 0; public final static int RENDERMODE_CONTINUOUSLY = 1; private GLThread mGLThread; private EGLConfigChooser mEGLConfigChooser; private EGLContextFactory mEGLContextFactory; private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; private GLWrapper mGLWrapper; private int mDebugFlags; public GLEngine() { super(); } @Override public void onVisibilityChanged(boolean visible) { if (visible) { onResume(); } else { onPause(); } super.onVisibilityChanged(visible); } @Override public void onCreate(SurfaceHolder surfaceHolder) { super.onCreate(surfaceHolder); // Log.d(TAG, "GLEngine.onCreate()"); } @Override public void onDestroy() { super.onDestroy(); // Log.d(TAG, "GLEngine.onDestroy()"); mGLThread.requestExitAndWait(); } @Override public void onSurfaceChanged(android.view.SurfaceHolder holder, int format, int width, int height) { // Log.d(TAG, "onSurfaceChanged()"); mGLThread.onWindowResize(width, height); super.onSurfaceChanged(holder, format, width, height); } @Override public void onSurfaceCreated(SurfaceHolder holder) { Log.d(TAG, "onSurfaceCreated()"); mGLThread.surfaceCreated(holder); super.onSurfaceCreated(holder); } @Override public void onSurfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "onSurfaceDestroyed()"); mGLThread.surfaceDestroyed(); super.onSurfaceDestroyed(holder); } /** * An EGL helper class. */ public void setGLWrapper(GLWrapper glWrapper) { mGLWrapper = glWrapper; } public void setDebugFlags(int debugFlags) { mDebugFlags = debugFlags; } public int getDebugFlags() { return mDebugFlags; } public void setRenderer(Renderer renderer) { checkRenderThreadState(); if (mEGLConfigChooser == null) { mEGLConfigChooser = new SimpleEGLConfigChooser(true); } if (mEGLContextFactory == null) { mEGLContextFactory = new DefaultContextFactory(); } if (mEGLWindowSurfaceFactory == null) { mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory(); } mGLThread = new GLThread(renderer, mEGLConfigChooser, mEGLContextFactory, mEGLWindowSurfaceFactory, mGLWrapper); mGLThread.start(); } public void setEGLContextFactory(EGLContextFactory factory) { checkRenderThreadState(); mEGLContextFactory = factory; } public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) { checkRenderThreadState(); mEGLWindowSurfaceFactory = factory; } public void setEGLConfigChooser(EGLConfigChooser configChooser) { checkRenderThreadState(); mEGLConfigChooser = configChooser; } public void setEGLConfigChooser(boolean needDepth) { setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth)); } public void setEGLConfigChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) { setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, blueSize, alphaSize, depthSize, stencilSize)); } public void setRenderMode(int renderMode) { mGLThread.setRenderMode(renderMode); } public int getRenderMode() { return mGLThread.getRenderMode(); } public void requestRender() { mGLThread.requestRender(); } public void onPause() { mGLThread.onPause(); } public void onResume() { mGLThread.onResume(); } public void queueEvent(Runnable r) { mGLThread.queueEvent(r); } private void checkRenderThreadState() { if (mGLThread != null) { throw new IllegalStateException("setRenderer has already been called for this instance."); } } } public interface Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config); public void onSurfaceChanged(GL10 gl, int width, int height); public void onDrawFrame(GL10 gl); } } class LogWriter extends Writer { private StringBuilder mBuilder = new StringBuilder(); @Override public void close() { flushBuilder(); } @Override public void flush() { flushBuilder(); } @Override public void write(char[] buf, int offset, int count) { for (int i = 0; i < count; i++) { char c = buf[offset + i]; if (c == '\n') { flushBuilder(); } else { mBuilder.append(c); } } } private void flushBuilder() { if (mBuilder.length() > 0) { Log.v("GLSurfaceView", mBuilder.toString()); mBuilder.delete(0, mBuilder.length()); } } } // ---------------------------------------------------------------------- /** * An interface for customizing the eglCreateContext and eglDestroyContext calls. * * This interface must be implemented by clients wishing to call * {@link GLWallpaperService#setEGLContextFactory(EGLContextFactory)} */ interface EGLContextFactory { EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig); void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context); } class DefaultContextFactory implements EGLContextFactory { public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) { return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); } public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) { egl.eglDestroyContext(display, context); } } /** * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls. * * This interface must be implemented by clients wishing to call * {@link GLWallpaperService#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)} */ interface EGLWindowSurfaceFactory { EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow); void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface); } class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory { public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config, Object nativeWindow) { // this is a bit of a hack to work around Droid init problems - if you don't have this, it'll get hung up on orientation changes EGLSurface eglSurface = null; while (eglSurface == null) { try { eglSurface = egl.eglCreateWindowSurface(display, config, nativeWindow, null); } catch (Throwable t) { } finally { if (eglSurface == null) { try { Thread.sleep(10); } catch (InterruptedException t) { } } } } return eglSurface; } public void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface) { egl.eglDestroySurface(display, surface); } } interface GLWrapper { /** * 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); } class EglHelper { private EGL10 mEgl; private EGLDisplay mEglDisplay; private EGLSurface mEglSurface; private EGLContext mEglContext; EGLConfig mEglConfig; private EGLConfigChooser mEGLConfigChooser; private EGLContextFactory mEGLContextFactory; private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; private GLWrapper mGLWrapper; public EglHelper(EGLConfigChooser chooser, EGLContextFactory contextFactory, EGLWindowSurfaceFactory surfaceFactory, GLWrapper wrapper) { this.mEGLConfigChooser = chooser; this.mEGLContextFactory = contextFactory; this.mEGLWindowSurfaceFactory = surfaceFactory; this.mGLWrapper = wrapper; } /** * Initialize EGL for a given configuration spec. * * @param configSpec */ public void start() { // Log.d("EglHelper" + instanceId, "start()"); if (mEgl == null) { // Log.d("EglHelper" + instanceId, "getting new EGL"); /* * Get an EGL instance */ mEgl = (EGL10) EGLContext.getEGL(); } else { // Log.d("EglHelper" + instanceId, "reusing EGL"); } if (mEglDisplay == null) { // Log.d("EglHelper" + instanceId, "getting new display"); /* * Get to the default display. */ mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); } else { // Log.d("EglHelper" + instanceId, "reusing display"); } if (mEglConfig == null) { // Log.d("EglHelper" + instanceId, "getting new config"); /* * We can now initialize EGL for that display */ int[] version = new int[2]; mEgl.eglInitialize(mEglDisplay, version); mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay); } else { // Log.d("EglHelper" + instanceId, "reusing config"); } if (mEglContext == null) { // Log.d("EglHelper" + instanceId, "creating new context"); /* * Create an OpenGL ES context. This must be done only once, an OpenGL context is a somewhat heavy object. */ mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig); if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) { throw new RuntimeException("createContext failed"); } } else { // Log.d("EglHelper" + instanceId, "reusing context"); } mEglSurface = null; } /* * React to the creation of a new surface by creating and returning an OpenGL interface that renders to that * surface. */ public GL createSurface(SurfaceHolder holder) { /* * The window size has changed, so we need to create a new surface. */ if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { /* * Unbind and destroy the old EGL surface, if there is one. */ mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); } /* * Create an EGL surface we can render into. */ mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl, mEglDisplay, mEglConfig, holder); if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) { throw new RuntimeException("createWindowSurface failed"); } /* * Before we can issue GL commands, we need to make sure the context is current and bound to a surface. */ if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) { throw new RuntimeException("eglMakeCurrent failed."); } GL gl = mEglContext.getGL(); if (mGLWrapper != null) { gl = mGLWrapper.wrap(gl); } /* * if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) { int configFlags = 0; Writer log = * null; if ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; } * if ((mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) { log = new LogWriter(); } gl = GLDebugHelper.wrap(gl, * configFlags, log); } */ return gl; } /** * Display the current render surface. * * @return false if the context has been lost. */ public boolean swap() { mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); /* * Always check for EGL_CONTEXT_LOST, which means the context and all associated data were lost (For instance * because the device went to sleep). We need to sleep until we get a new surface. */ return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST; } public void destroySurface() { if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface); mEglSurface = null; } } public void finish() { if (mEglContext != null) { mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext); mEglContext = null; } if (mEglDisplay != null) { mEgl.eglTerminate(mEglDisplay); mEglDisplay = null; } } } class GLThread extends Thread { private final static boolean LOG_THREADS = false; public final static int DEBUG_CHECK_GL_ERROR = 1; public final static int DEBUG_LOG_GL_CALLS = 2; private final GLThreadManager sGLThreadManager = new GLThreadManager(); private GLThread mEglOwner; private EGLConfigChooser mEGLConfigChooser; private EGLContextFactory mEGLContextFactory; private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory; private GLWrapper mGLWrapper; public SurfaceHolder mHolder; private boolean mSizeChanged = true; // Once the thread is started, all accesses to the following member // variables are protected by the sGLThreadManager monitor public boolean mDone; private boolean mPaused; private boolean mHasSurface; private boolean mWaitingForSurface; private boolean mHaveEgl; private int mWidth; private int mHeight; private int mRenderMode; private boolean mRequestRender; private boolean mEventsWaiting; // End of member variables protected by the sGLThreadManager monitor. private GLWallpaperService.Renderer mRenderer; private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>(); private EglHelper mEglHelper; GLThread(GLWallpaperService.Renderer renderer, EGLConfigChooser chooser, EGLContextFactory contextFactory, EGLWindowSurfaceFactory surfaceFactory, GLWrapper wrapper) { super(); mDone = false; mWidth = 0; mHeight = 0; mRequestRender = true; mRenderMode = GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY; mRenderer = renderer; this.mEGLConfigChooser = chooser; this.mEGLContextFactory = contextFactory; this.mEGLWindowSurfaceFactory = surfaceFactory; this.mGLWrapper = wrapper; } @Override public void run() { setName("GLThread " + getId()); if (LOG_THREADS) { Log.i("GLThread", "starting tid=" + getId()); } try { guardedRun(); } catch (InterruptedException e) { // fall thru and exit normally } finally { sGLThreadManager.threadExiting(this); } } /* * This private method should only be called inside a synchronized(sGLThreadManager) block. */ private void stopEglLocked() { if (mHaveEgl) { mHaveEgl = false; mEglHelper.destroySurface(); sGLThreadManager.releaseEglSurface(this); } } private void guardedRun() throws InterruptedException { mEglHelper = new EglHelper(mEGLConfigChooser, mEGLContextFactory, mEGLWindowSurfaceFactory, mGLWrapper); try { GL10 gl = null; boolean tellRendererSurfaceCreated = true; boolean tellRendererSurfaceChanged = true; /* * This is our main activity thread's loop, we go until asked to quit. */ while (!isDone()) { /* * Update the asynchronous state (window size) */ int w = 0; int h = 0; boolean changed = false; boolean needStart = false; boolean eventsWaiting = false; synchronized (sGLThreadManager) { while (true) { // Manage acquiring and releasing the SurfaceView // surface and the EGL surface. if (mPaused) { stopEglLocked(); } if (!mHasSurface) { if (!mWaitingForSurface) { stopEglLocked(); mWaitingForSurface = true; sGLThreadManager.notifyAll(); } } else { if (!mHaveEgl) { if (sGLThreadManager.tryAcquireEglSurface(this)) { mHaveEgl = true; mEglHelper.start(); mRequestRender = true; needStart = true; } } } // Check if we need to wait. If not, update any state // that needs to be updated, copy any state that // needs to be copied, and use "break" to exit the // wait loop. if (mDone) { return; } if (mEventsWaiting) { eventsWaiting = true; mEventsWaiting = false; break; } if ((!mPaused) && mHasSurface && mHaveEgl && (mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY))) { changed = mSizeChanged; w = mWidth; h = mHeight; mSizeChanged = false; mRequestRender = false; if (mHasSurface && mWaitingForSurface) { changed = true; mWaitingForSurface = false; sGLThreadManager.notifyAll(); } break; } // By design, this is the only place where we wait(). if (LOG_THREADS) { Log.i("GLThread", "waiting tid=" + getId()); } sGLThreadManager.wait(); } } // end of synchronized(sGLThreadManager) /* * Handle queued events */ if (eventsWaiting) { Runnable r; while ((r = getEvent()) != null) { r.run(); if (isDone()) { return; } } // Go back and see if we need to wait to render. continue; } if (needStart) { tellRendererSurfaceCreated = true; changed = true; } if (changed) { gl = (GL10) mEglHelper.createSurface(mHolder); tellRendererSurfaceChanged = true; } if (tellRendererSurfaceCreated) { mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig); tellRendererSurfaceCreated = false; } if (tellRendererSurfaceChanged) { mRenderer.onSurfaceChanged(gl, w, h); tellRendererSurfaceChanged = false; } if ((w > 0) && (h > 0)) { /* draw a frame here */ mRenderer.onDrawFrame(gl); /* * Once we're done with GL, we need to call swapBuffers() to instruct the system to display the * rendered frame */ mEglHelper.swap(); Thread.sleep(10); } } } finally { /* * clean-up everything... */ synchronized (sGLThreadManager) { stopEglLocked(); mEglHelper.finish(); } } } private boolean isDone() { synchronized (sGLThreadManager) { return mDone; } } public void setRenderMode(int renderMode) { if (!((GLWallpaperService.GLEngine.RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY))) { throw new IllegalArgumentException("renderMode"); } synchronized (sGLThreadManager) { mRenderMode = renderMode; if (renderMode == GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY) { sGLThreadManager.notifyAll(); } } } public int getRenderMode() { synchronized (sGLThreadManager) { return mRenderMode; } } public void requestRender() { synchronized (sGLThreadManager) { mRequestRender = true; sGLThreadManager.notifyAll(); } } public void surfaceCreated(SurfaceHolder holder) { mHolder = holder; synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "surfaceCreated tid=" + getId()); } mHasSurface = true; sGLThreadManager.notifyAll(); } } public void surfaceDestroyed() { synchronized (sGLThreadManager) { if (LOG_THREADS) { Log.i("GLThread", "surfaceDestroyed tid=" + getId()); } mHasSurface = false; sGLThreadManager.notifyAll(); while (!mWaitingForSurface && isAlive() && !mDone) { try { sGLThreadManager.wait(); } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } } } public void onPause() { synchronized (sGLThreadManager) { mPaused = true; sGLThreadManager.notifyAll(); } } public void onResume() { synchronized (sGLThreadManager) { mPaused = false; mRequestRender = true; sGLThreadManager.notifyAll(); } } public void onWindowResize(int w, int h) { synchronized (sGLThreadManager) { mWidth = w; mHeight = h; mSizeChanged = true; sGLThreadManager.notifyAll(); } } public void requestExitAndWait() { // don't call this from GLThread thread or it is a guaranteed // deadlock! synchronized (sGLThreadManager) { mDone = true; sGLThreadManager.notifyAll(); } try { join(); } catch (InterruptedException ex) { Thread.currentThread().interrupt(); } } /** * Queue an "event" to be run on the GL rendering thread. * * @param r * the runnable to be run on the GL rendering thread. */ public void queueEvent(Runnable r) { synchronized (this) { mEventQueue.add(r); synchronized (sGLThreadManager) { mEventsWaiting = true; sGLThreadManager.notifyAll(); } } } private Runnable getEvent() { synchronized (this) { if (mEventQueue.size() > 0) { return mEventQueue.remove(0); } } return null; } private class GLThreadManager { public synchronized void threadExiting(GLThread thread) { if (LOG_THREADS) { Log.i("GLThread", "exiting tid=" + thread.getId()); } thread.mDone = true; if (mEglOwner == thread) { mEglOwner = null; } notifyAll(); } /* * Tries once to acquire the right to use an EGL surface. Does not block. * * @return true if the right to use an EGL surface was acquired. */ public synchronized boolean tryAcquireEglSurface(GLThread thread) { if (mEglOwner == thread || mEglOwner == null) { mEglOwner = thread; notifyAll(); return true; } return false; } public synchronized void releaseEglSurface(GLThread thread) { if (mEglOwner == thread) { mEglOwner = null; } notifyAll(); } } } interface EGLConfigChooser { EGLConfig chooseConfig(EGL10 egl, EGLDisplay display); } abstract class BaseConfigChooser implements EGLConfigChooser { public BaseConfigChooser(int[] configSpec) { mConfigSpec = configSpec; } public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) { int[] num_config = new int[1]; egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config); int numConfigs = num_config[0]; if (numConfigs <= 0) { throw new IllegalArgumentException("No configs match configSpec"); } EGLConfig[] configs = new EGLConfig[numConfigs]; egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, num_config); EGLConfig config = chooseConfig(egl, display, configs); if (config == null) { throw new IllegalArgumentException("No config chosen"); } return config; } abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs); protected int[] mConfigSpec; public static class ComponentSizeChooser extends BaseConfigChooser { public ComponentSizeChooser(int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) { super(new int[] { EGL10.EGL_RED_SIZE, redSize, EGL10.EGL_GREEN_SIZE, greenSize, EGL10.EGL_BLUE_SIZE, blueSize, EGL10.EGL_ALPHA_SIZE, alphaSize, EGL10.EGL_DEPTH_SIZE, depthSize, EGL10.EGL_STENCIL_SIZE, stencilSize, EGL10.EGL_NONE }); mValue = new int[1]; mRedSize = redSize; mGreenSize = greenSize; mBlueSize = blueSize; mAlphaSize = alphaSize; mDepthSize = depthSize; mStencilSize = stencilSize; } @Override public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs) { EGLConfig closestConfig = null; int closestDistance = 1000; for (EGLConfig config : configs) { int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0); int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0); if (d >= mDepthSize && s >= mStencilSize) { int r = findConfigAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0); int g = findConfigAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0); int b = findConfigAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0); int a = findConfigAttrib(egl, display, config, EGL10.EGL_ALPHA_SIZE, 0); int distance = Math.abs(r - mRedSize) + Math.abs(g - mGreenSize) + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize); if (distance < closestDistance) { closestDistance = distance; closestConfig = config; } } } return closestConfig; } private int findConfigAttrib(EGL10 egl, EGLDisplay display, EGLConfig config, int attribute, int defaultValue) { if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) { return mValue[0]; } return defaultValue; } private int[] mValue; // Subclasses can adjust these values: protected int mRedSize; protected int mGreenSize; protected int mBlueSize; protected int mAlphaSize; protected int mDepthSize; protected int mStencilSize; } /** * This class will choose a supported surface as close to RGB565 as possible, with or without a depth buffer. * */ public static class SimpleEGLConfigChooser extends ComponentSizeChooser { public SimpleEGLConfigChooser(boolean withDepthBuffer) { super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0); mRedSize = 5; mGreenSize = 6; mBlueSize = 5; } } }
发表评论
-
Android开发中用到的几种多线程
2012-03-12 10:42 2174在开发工程中线程可以帮助我们提高运行速度,Andro ... -
android 数据库随APK打包发布
2012-03-09 22:01 2299有些时候我们的软件用到SQLite数据库,这个时候怎么把一个做 ... -
goolge 地图地址位置解析
2012-02-24 16:50 1175Java代码package com.android.yibai ... -
Android ImageView使用网上图片资源
2012-02-24 16:47 1762Java代码package com.android.antk ... -
Android手机与WEB服务器通信
2012-02-24 12:30 2746Tomcat服务器 package com.edu.q ... -
手机于PC服务器通信
2012-02-24 12:16 1104手机客户端 package com.newsocket ... -
在google地图上画出两点的行走路线
2012-02-23 12:56 1738新建一个图层 package com.androi ... -
goolge 地图弹出气泡
2012-02-23 12:50 1598新建图层 package com.android.a ... -
GPS定位那点事
2012-02-22 15:30 1455<?xml version="1.0 ... -
手机上使用google 搜索引擎
2012-02-22 15:25 1141<?xml version="1.0&q ... -
android phoneGap开发
2012-01-15 08:42 1053PhoneGap是一个用基于HTML,CSS和JavaScri ... -
Android Google地图开发入门
2011-12-29 17:17 1806Android开发要连接GoogelMaps使用MapVi ... -
集中管理Activity
2011-12-25 15:21 1121有时候在设计软件的时候布局复杂的话不利于查看跟更改,这时 ... -
Android Dilaog 设置没有标题注意的地方
2011-12-23 12:51 1398layoutInflater = LayoutInfla ... -
AndroidUI设计美化
2011-12-18 15:52 959不要说Android中UI做的丑是因为不会美化,其实做一个 ... -
Android QQ多级列表的实现
2011-12-17 19:40 2321主类: package com.android.qu ... -
Android SharedPreferences应用解析
2011-12-11 09:52 1196在任何软件中,数据存储都是非常重要的,一定程度上来说它是软件 ... -
Android GridView,Gallery动态更新数据
2011-12-09 00:05 3082package com.android.wei.z ... -
Android 划出一个半透明的PopupWindow
2011-12-07 22:22 2755效果图好像不显示了package com.android ... -
Android 自定义BaseAdapter
2011-12-04 13:57 1324不要对俺的贴图做评价 看一下代码实现 pac ...
相关推荐
在Android平台上,将Unity游戏作为动态...总的来说,将Unity游戏作为Android动态壁纸是一项技术含量较高的任务,需要对Unity和Android原生开发都有深入理解。但一旦成功,它将为用户提供一个独特且引人入胜的手机体验。
本资源是一个关于Android动态壁纸的源码项目,非常适合计算机科学专业的学生进行毕业设计或者论文研究。下面我们将深入探讨这个源码中的关键知识点。 1. **Android开发环境**:首先,你需要了解Android Studio,这...
Android应用案例开发大全(第3版) 源码内容: 第01章 初识庐山真面目——Android简介 第02章 3D动态壁纸——百纳水族馆 第03章 掌上杭州 第04章 BN理财助手 第05章 LBS交通软件——百纳公交小助手 第06章 天气课程表...
第02章"3D动态壁纸——百纳水族馆"则展示了Android壁纸开发的魅力。这一章可能会涵盖OpenGL ES的使用,用于创建3D图形效果,同时涉及动画和触摸事件的处理,让壁纸动起来。这需要开发者具备一定的图形编程基础。 第...
总的来说,"Android桌面壁纸2"是一个深入学习Android动态壁纸开发的好案例。通过研究这个项目的源码,开发者可以了解到如何创建自定义的壁纸服务,如何使用OpenGL ES或Canvas制作动画,以及如何实现与用户的交互。这...
【标题】"Android源码——动态壁纸源码.7z" 涉及的主要知识点是Android平台上的动态壁纸开发。动态壁纸是Android操作系统提供的一种增强用户界面的方式,它允许开发者创建交互式的背景图像,使手机桌面更加生动有趣...
通过创建3D动态壁纸,开发者将学习如何在Android中实现三维渲染,理解视图和场景的构建,以及如何利用动画效果来提升用户体验。同时,也会涉及到服务和服务与壁纸组件的交互。 **第03章 掌上杭州** 这一章主要讲解...
Android动态壁纸源码是开发Android应用的一个特殊领域,它允许用户自定义主屏幕背景,使其具有交互性和动画效果。对于想要提升Android开发技能的小白来说,深入研究动态壁纸的源码是一个很好的学习途径。这份源码...
在Android平台上,OpenGL(Open ...总之,这个项目涵盖了Android应用开发、OpenGL编程和毕业设计论文写作等多个方面,对提升你的Android开发技能和理论知识大有裨益。仔细研究源码,动手实践,你将收获丰富的经验。
总之,`GLWallpaperService` 提供了一种高效且直观的方式,让开发者可以利用OpenGL ES的强大功能来设计Android动态壁纸。尽管需要一定的图形编程知识,但一旦掌握,你就能创造出令人惊叹的个性化壁纸,提升用户的...
通过这些案例,你可以深入理解Android应用开发的各个环节,从基础的环境配置到复杂的3D图形和网络编程,再到用户界面设计和数据管理。每个案例都是一个独立的学习单元,帮助你在实践中积累经验,逐步成长为一名熟练...
在IT行业中,3D壁纸程序是一种能够为用户电脑或移动...总结来说,"好看的3D壁纸程序"涵盖了3D图像创作、软件开发、性能优化、交互设计等多个IT领域的知识,是技术和艺术的结合体,为用户提供了一种创新的桌面美化方式。
Android3D游戏开发付费视频教程共享(更新第四集) 史上最全示例Android教学视频,非常值得观看 Android游戏开发系列源码+CHM+书籍截图+目录】 Android developer guide中文翻译文档 Android开发开发技巧之 EditText...
以上就是关于Android动态壁纸开发的一些基础知识和技术要点。通过本篇文章的学习,相信你已经对Android动态壁纸有了较为全面的认识。无论是作为初学者还是有一定经验的开发者,都能从中获得启发和帮助。未来,随着...
这篇文档将深入解析《Android 樱花漂落的动态壁纸》这个项目,它是一个Android应用源码开发的Demo,适合于毕业设计学习。通过分析这个项目,我们可以了解到Android应用程序开发的基本流程,以及如何实现动态壁纸功能...
在安卓Android平台上,开发3D图形应用通常会涉及到OpenGL ES(OpenGL for Embedded Systems)的使用。OpenGL ES是OpenGL的一个轻量级版本,专为嵌入式设备如智能手机和平板电脑设计,支持创建复杂的3D图形。这个...
8. **Android Studio集成开发环境**:使用Android Studio进行项目开发,调试和测试3D特效。 9. **NDK和JNI**:如果涉及到C++的3D库,那么了解Native Development Kit (NDK)和Java Native Interface (JNI)将有助于在...
本资源"移动应用Android 使用opengl写动态壁纸的类库.rar"显然提供了一个专门用于构建OpenGL驱动的Android动态壁纸的应用程序开发库。 **OpenGL基础知识** OpenGL是一个跨语言、跨平台的编程接口,用于渲染高质量...
根据提供的文件信息,“ANDROID_2.0游戏开发实战宝典.part1.”主要聚焦于基于Android 2.0操作系统的移动游戏开发技术与实践。虽然给定的部分内容并未包含实际的技术细节,但从标题、描述以及标签来看,我们可以推断...