glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const GLint xc = (mWidth - mAndroid[0].w) / 2;
const GLint yc = (mHeight - mAndroid[0].h) / 2;
const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h);
glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(),
updateRect.height());
// Blend state
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const nsecs_t startTime = systemTime();
do {
nsecs_t now = systemTime();
double time = now - startTime;
float t = 4.0f * float(time / us2ns(16667)) / mAndroid[1].w;
GLint offset = (1 - (t - floorf(t))) * mAndroid[1].w;
GLint x = xc - offset;
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[1].name);
glDrawTexiOES(x, yc, 0, mAndroid[1].w, mAndroid[1].h);
glDrawTexiOES(x + mAndroid[1].w, yc, 0, mAndroid[1].w, mAndroid[1].h);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, mAndroid[0].name);
glDrawTexiOES(xc, yc, 0, mAndroid[0].w, mAndroid[0].h);
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
if (res == EGL_FALSE)
break;
// 12fps: don’t animate too fast to preserve CPU
const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
if (sleepTime > 0)
usleep(sleepTime);
checkExit();
} while (!exitPending());
glDeleteTextures(1, &mAndroid[0].name);
glDeleteTextures(1, &mAndroid[1].name);
return false;
}
EGL加载OpenGL ES库
从上面的例子中,我们发现通过egl_函数调用后,直接就能调用gl_函数去画图了,为何?难道在egl*函数调用过程中,已经将opengl相关实现的库加载了吗?
涉及的库
首先,由于涉及的库较多,先列出来(高通平台,原生的只有前4个),
//算是android中的egl库,用来加载具体的实现
system\lib\libEGL.so
//opengl具体实现的wrapper
system\lib\libGLESv1_CM.so
system\lib\libGLESv2.so
//opengl软件实现,即agl
system\lib\egl\libGLES_android.so
//egl的实现
system\vendor\lib\egl\libEGL_adreno.so
//opengl硬件实现
system\v