Android Platform 3.0 SDK和Eclipse ADT安装记录四

 

此页面记录开发中遇到的显示编程问题。内容随时可能变更。

 

一、Skia

Android的二维渲染引擎

http://code.google.com/p/skia/

 

1. 两类抗锯齿

Skia有两种不同的抗锯齿,用不同的标志表示:

void setAntiAlias(boolean aa)

void setFilterBitmap(boolean filter)

注意不要混淆,前者是边缘的抗锯齿,后者则是位图缩放或旋转的抗锯齿。

see also:

http://developer.android.com/reference/android/graphics/Paint.html

void setDither(boolean dither)

则是用于设备与源不同色深时的像素处理方式,和抗锯齿(实际上是抗色带)有关。

see also:

http://www.codeandweb.com/texturepacker/features

 

 

二、OpenGL ES

Android的三维渲染引擎

http://www.khronos.org/opengles/

 

(20130317)

 opengles-book-samples

Android GLES 2.0示例代码(跨平台)

https://code.google.com/p/opengles-book-samples/

 

 

 

三、Renderscript

Android的高性能三维渲染语言

http://developer.android.com/guide/topics/renderscript/index.html

 

 

 

 

 

四、AndEngine

自由的Android 2D OpenGL游戏引擎

http://www.andengine.org/

 

1. Texture disappears问题(纹理消失)

http://www.andengine.org/forums/development/texture-disappears-t4294.html

http://www.andengine.org/forums/bugs/texture-disappears-t3962.html

这个问题出现在渲染一个场景较长时间(?)。

解决办法是关闭VBO:

 

 

EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mBoundCamera);
 
engineOptions.getRenderOptions().disableExtensionVertexBufferObjects();
engineOptions.getTouchOptions().setRunOnUpdateThread(true);
 
this.mEngine = new Engine(engineOptions);
               
return this.mEngine;

 

2. setAlpha的问题

使用setAlpha之前需要设置混合函数:

 

 

bg.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

 

因为默认下的混合函数不符合图层混合的效果(和背景色混合,而非下面的那个图层)。

用于制作透明度动画时要注意这个问题。

 

五、libGDX

Desktop/Android/HTML5 Java游戏开发框架

http://libgdx.badlogicgames.com/

http://code.google.com/p/libgdx/

  

 (20130314)

lwjgl-basics

 https://github.com/mattdesl/lwjgl-basics/wiki

gles和glsl相关教程,示例代码可以移植到libgdx上(lwjgl为后端)

讲解比较详细,推荐。

 

(20130606)

对于官方的IDE:adt-bundle,通常需要一个Java工程(可运行PC版)和一个Android工程(可运行在Android上)。

注意:Android工程是依赖于Java工程,而且需要在工程属性->Java Build Path->Order and Export中勾选依赖的Java工程(否则,运行时会提示找不到类)

 

另外,由于相同的原因,如果libgdx的jar文件放在libs目录下,会自动链接到类路径中,不过问题是无法指定源代码jar,也就是说,无法在编辑器中跳转至源代码(例如gdx-sources.jar)。

 

解决办法是gdx.jar和gdx-backend-android.jar及其源码jar包不要放在libs目录下,而是用Java工程的方式加入编译类路径,然后用上面的方法,在工程属性->Java Build Path->Order and Export中勾选这些jar。这样,既可以指定xxx-sources.jar的源码jar,同时也能保证编译到apk包中。

 

(20131207)

libgdxメモ(日语)

http://doc.tir.ne.jp/devel/clan/libgdx

 

(20131208)

官方wiki

https://github.com/libgdx/libgdx/wiki

 

=================

 

(20130905)

 六、JNI

1. image buffer控制

参考自:

https://vec.io/posts/how-to-render-image-buffer-in-android-ndk-native-code

 

1.1 Java Surface JNI

 

private Bitmap mBitmap;
private ByteBuffer mByteBuffer;

private ByteBuffer surfaceInit() {
  synchronized (this) {
    mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.RGB_565);
    mByteBuffer = ByteBuffer.allocateDirect(w * h * 2);
    return mByteBuffer;
  }
}

private void surfaceRender() {
  synchronized (this) {
    try {
      Canvas c = mSurface.lockCanvas(null);
      mBitmap.copyPixelsFromBuffer(mByteBuffer);
      c.drawBitmap(mBitmap, 0, 0, null);
      mSurface.unlockCanvasAndPost(c);
    } catch (Exception e) {
    }
  }
}

private void surfaceRelease() {
  synchronized (this) {
    mBitmap.recycle();
    mBitmap = null;
    mByteBuffer = null;
  }
}

 

static jbyte* g_buffer;

bool jni_surface_init(JNIEnv* env) {
  jobject buf = (*env)->CallObjectMethod(env, javaClass, javaSurfaceInit);
  if (buf == NULL) return false;
  
  g_buffer = (jbyte*)(*env)->GetDirectBufferAddress(env, buf);
  if (g_buffer == NULL) return false;

  return JNI_VERSION_1_6;
}

void jni_surface_release(JNIEnv* env) {
  (*env)->CallVoidMethod(env, javaClass, javaSurfaceRelease);
  g_buffer = NULL;
}

void jni_surface_render(JNIEnv* env, uint8_t* pixels, int w, int h) {
  if (g_buffer != NULL) {
    memcpy(g_buffer, pixels, w * h * 2); // RGB565 pixels
    (*env)->CallVoidMethod(env, javaClass, javaSurfaceRender);
  }
}

 

 1.2 OpenGL ES 2 Texture

 

 1.3  NDK ANativeWindow API

 

ANativeWindow* window = ANativeWindow_fromSurface(env, javaSurface);

ANativeWindow_Buffer buffer;
if (ANativeWindow_lock(window, &buffer, NULL) == 0) {
  memcpy(buffer.bits, pixels,  w * h * 2);
  ANativeWindow_unlockAndPost(window);
}

ANativeWindow_release(window);

 

1.4 Private C++ API

写道
Android teams don’t recommend to use the private interfaces hidden in Android source code, so it’s up to you to choose whether to use this method. As I know, many famous Apps have choosen this method, such as Flash, Firefox, VPlayer, MX Player and VLC for Android.

 

 

#ifdef FROYO
#include "surfaceflinger/Surface.h"
#else
#include "ui/Surface.h"
#endif

using namespace android;

jclass surfaceClass = env->FindClass("android/view/Surface");
if (surfaceClass == NULL) return;

jfield fid = env->GetFieldID(surfaceClass, "mSurface", "I");
if (fid == NULL) return;

sp<Surface> surface = (Surface*)env->GetIntField(javaSurface, fid);

Surface::SurfaceInfo info;
if (surface->lock(&info) == 0) {
  memcpy(info.bits, pixels,  w * h * 2);
  surface->unlockAndPost();
}


 

 

写道
As you can see, the procedure used here is very similiar to the ANativeWindow one. But it’s a bit hard to build this code snippet, because you need to setup proper LOCAL_C_INCLUDES and LOCAL_C_LIBS in your Android.mk file. For the header files, you’d better to clone the Android source code. For the shared libs libgui.so and libsurfaceflinger_client.so, you can pull them off from a real Android device or Android emulator.

The performance in this method is also the same as the ANativeWindow one.

 

 

(TODO)

 

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