【发布时间】:2016-10-11 15:25:38
【问题描述】:
我想编写一个在设备上显示文本正好 1/60 秒(帧速率 = 60 Hz)的应用。
管理此任务的最佳方法是什么?
我第一次尝试不使用 OpenGL,使用 ImageView,但时间管理并不容易,因为我没有访问渲染器。或者有没有办法访问渲染器?
我的以下代码在 OpenGL 中不显示“T E S T I N G”,我不知道为什么。
public class MainActivity extends AppCompatActivity implements GLSurfaceView.Renderer {
// The texture pointer
private int[] textures = new int[1];
private Bitmap bitmap;
private Canvas canvas;
private Drawable background;
private Paint textPaint;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
GLSurfaceView glSurfaceView = new GLSurfaceView(this);
// OpenGL Version 2
glSurfaceView.setEGLContextClientVersion(2);
// bits for the channels of output image (red, green, blue, alpha, depth, stencil)
glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// Activity acts as the Renderer
glSurfaceView.setRenderer(this);
// update on demand
glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
// our bitmap
bitmap = Bitmap.createBitmap(256, 256, Bitmap.Config.ARGB_4444);
// get a canvas to paint over the bitmap
canvas = new Canvas(bitmap);
bitmap.eraseColor(0);
// get a background image from resources
// note the image format must match the bitmap format
background = this.getApplicationContext().getResources().getDrawable(R.drawable.background);
background.setBounds(0, 0, 256, 256);
// draw the background to our bitmap
background.draw(canvas);
// draw the text
textPaint = new Paint();
textPaint.setTextSize(32);
textPaint.setAntiAlias(true);
textPaint.setARGB(0xff, 0x00, 0x00, 0x00);
// draw the text centered
canvas.drawText("T E S T I N G", 16, 112, textPaint);
}
// when OpenGL starts up
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// default state to background color light grey state
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
// called as often as possible => high frame rate
@Override
public void onDrawFrame(GL10 gl) {
// clear the color buffer (bitmaps)
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// generate one texture pointer...
gl.glGenTextures(1, textures, 0);
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
// create Nearest Filtered Texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
// use the Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// clean up
bitmap.recycle();
}
// for resizing purposes
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// when size of the GLSurfaceView changes we also want to change the size of the rendering view port to be the same
GLES20.glViewport(0, 0, width, height);
}}
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