Android OpenGL ES从白痴到入门(四):离屏渲染(Pbuffer)

注:涉及太专业的知识请自行保留怀疑态度!

一本正经的胡说八道

上一节我们只是把情丝斩断了,还是没偷偷摸摸的干点见不得人的事,这节我们就来吧!
首先,我们来看EGL创建EGLSurface有三个方法:eglCreateWindowSurface()、eglCreatePbufferSurface()和eglCreatePixmapSurface()。这三者有什么不同呢?

  • WindowSurface
    顾名思义WindowSurface是和窗口相关的,也就是在屏幕上的一块显示区的封装,渲染后即显示在界面上。
  • PbufferSurface
    在显存中开辟一个空间,将渲染后的数据(帧)存放在这里。
  • PixmapSurface
    以位图的形式存放在内存中,据说各平台的支持不是很好。

做离屏渲染我们可以选择PbufferSurface或者PixmapSurface(其实WindowSurface也是可以的),什么?你说FBO(Frame Buffer Object),这种高深的学问身为小菜鸡的我根本就不懂好吗(帧缓存对象FBO是对帧缓存的封装,性能要优于Pbuffer但并非可以完全替代Pbuffer)。
OpenGL操作的最终目标实际上是帧缓存(Frame Buffer)后面的各种表现形式则是EGL对Frame Buffer的封装,这么理解会不会好点?

 

代码整理

这节的知识相对简单,我们先把之前的代码整理一下:

  • 新建GLSurface类,对EGLSurface进行封装
  • 将GLRenderer类改为抽象类,继承于Thread
  • GLRenderer添加一个阻塞队列(消息队列),用于交互和解耦
  • GLRenderer添加一个Event内部类
  • GLRenderer中添加生命周期,将渲染之类的具体工作放到实现类中
  • 添加ShaderUtil类,将着色器创建的代码封装到这个类中

GLSurface.java

public class GLSurface {
    public static final int TYPE_WINDOW_SURFACE  = 0;
    public static final int TYPE_PBUFFER_SURFACE = 1;
    public static final int TYPE_PIXMAP_SURFACE  = 2;

    protected final int type;
    protected Object surface; // 显示控件(支持SurfaceView、SurfaceHolder、Surface和SurfaceTexture)
    protected EGLSurface eglSurface = EGL14.EGL_NO_SURFACE;
    protected Viewport viewport = new Viewport();

    public GLSurface(int width, int height) {
        setViewport(0, 0, width, height);
        surface = null;
        type = TYPE_PBUFFER_SURFACE;
    }

    public GLSurface(Surface surface, int width, int height) {
        this(surface,0,0,width,height);
    }

    public GLSurface(Surface surface, int x, int y, int width, int height) {
        setViewport(x, y, width, height);
        this.surface = surface;
        type = TYPE_WINDOW_SURFACE;
    }

    public void setViewport(int x, int y, int width, int height){
        viewport.x = x;
        viewport.y = y;
        viewport.width = width;
        viewport.height = height;
    }

    public void setViewport(Viewport viewport){
        this.viewport = viewport;
    }

    public Viewport getViewport(){
        return viewport;
    }

    public static class Viewport{
        public int x;
        public int y;
        public int width;
        public int height;
    }
}

GLRenderer.java

public abstract class GLRenderer extends Thread {
    private static final String TAG = "GLThread";
    private EGLConfig eglConfig = null;
    private EGLDisplay eglDisplay = EGL14.EGL_NO_DISPLAY;
    private EGLContext eglContext = EGL14.EGL_NO_CONTEXT;

    private ArrayBlockingQueue<Event> eventQueue;
    private final List<GLSurface> outputSurfaces;
    private boolean rendering;
    private boolean isRelease;

    public GLRenderer() {
        setName("GLRenderer-" + getId());
        outputSurfaces = new ArrayList<>();
        rendering = false;
        isRelease = false;

        eventQueue = new ArrayBlockingQueue<>(100);
    }

    private boolean makeOutputSurface(GLSurface surface) {
        // 创建Surface缓存
        try {
            switch (surface.type) {
                case GLSurface.TYPE_WINDOW_SURFACE: {
                    final int[] attributes = {EGL14.EGL_NONE};
                    // 创建失败时返回EGL14.EGL_NO_SURFACE
                    surface.eglSurface = EGL14.eglCreateWindowSurface(eglDisplay, eglConfig, surface.surface, attributes, 0);
                    break;
                }
                case GLSurface.TYPE_PBUFFER_SURFACE: {
                    final int[] attributes = {
                            EGL14.EGL_WIDTH, surface.viewport.width,
                            EGL14.EGL_HEIGHT, surface.viewport.height,
                            EGL14.EGL_NONE};
                    // 创建失败时返回EGL14.EGL_NO_SURFACE
                    surface.eglSurface = EGL14.eglCreatePbufferSurface(eglDisplay, eglConfig, attributes, 0);
                    break;
                }
                case GLSurface.TYPE_PIXMAP_SURFACE: {
                    Log.w(TAG, "nonsupport pixmap surface");
                    return false;
                }
                default:
                    Log.w(TAG, "surface type error " + surface.type);
                    return false;
            }
        } catch (Exception e) {
            Log.w(TAG, "can't create eglSurface");
            surface.eglSurface = EGL_NO_SURFACE;
            return false;
        }

        return true;
    }

    public void addSurface(@NonNull final GLSurface surface){
        Event event = new Event(Event.ADD_SURFACE);
        event.param = surface;
        if(!eventQueue.offer(event))
            Log.e(TAG,"queue full");
    }

    public void removeSurface(@NonNull final GLSurface surface){
        Event event = new Event(Event.REMOVE_SURFACE);
        event.param = surface;
        if(!eventQueue.offer(event))
            Log.e(TAG,"queue full");
    }

    /**
     * 开始渲染
     * 启动线程并等待初始化完毕
     */
    public void startRender(){
        if(!eventQueue.offer(new Event(Event.START_RENDER)))
            Log.e(TAG,"queue full");
        if(getState()==State.NEW) {
            super.start(); // 启动渲染线程
        }
    }

    public void stopRender(){
        if(!eventQueue.offer(new Event(Event.STOP_RENDER)))
            Log.e(TAG,"queue full");
    }

    public boolean postRunnable(@NonNull Runnable runnable){
        Event event = new Event(Event.RUNNABLE);
        event.param = runnable;
        if(!eventQueue.offer(event)) {
            Log.e(TAG, "queue full");
            return false;
        }

        return true;
    }

    @Override
    public void start() {
        Log.w(TAG,"Don't call this function");
    }

    public void requestRender(){
        eventQueue.offer(new Event(Event.REQ_RENDER));
    }

    /**
     * 创建OpenGL环境
     */
    private void createGL() {
        // 获取显示设备(默认的显示设备)
        eglDisplay = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
        // 初始化
        int[] version = new int[2];
        if (!EGL14.eglInitialize(eglDisplay, version, 0, version, 1)) {
            throw new RuntimeException("EGL error " + EGL14.eglGetError());
        }
        // 获取FrameBuffer格式和能力
        int[] configAttribs = {
                EGL14.EGL_BUFFER_SIZE, 32,
                EGL14.EGL_ALPHA_SIZE, 8,
                EGL14.EGL_BLUE_SIZE, 8,
                EGL14.EGL_GREEN_SIZE, 8,
                EGL14.EGL_RED_SIZE, 8,
                EGL14.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT,
                EGL14.EGL_SURFACE_TYPE, EGL14.EGL_WINDOW_BIT,
                EGL14.EGL_NONE
        };
        int[] numConfigs = new int[1];
        EGLConfig[] configs = new EGLConfig[1];
        if (!EGL14.eglChooseConfig(eglDisplay, configAttribs, 0, configs, 0, configs.length, numConfigs, 0)) {
            throw new RuntimeException("EGL error " + EGL14.eglGetError());
        }
        eglConfig = configs[0];
        // 创建OpenGL上下文(可以先不设置EGLSurface,但EGLContext必须创建,
        // 因为后面调用GLES方法基本都要依赖于EGLContext)
        int[] contextAttribs = {
                EGL14.EGL_CONTEXT_CLIENT_VERSION, 2,
                EGL14.EGL_NONE
        };
        eglContext = EGL14.eglCreateContext(eglDisplay, eglConfig, EGL14.EGL_NO_CONTEXT, contextAttribs, 0);
        if (eglContext == EGL14.EGL_NO_CONTEXT) {
            throw new RuntimeException("EGL error " + EGL14.eglGetError());
        }
        // 设置默认的上下文环境和输出缓冲区(小米4上如果不设置有效的eglSurface后面创建着色器会失败,可以先创建一个默认的eglSurface)
        //EGL14.eglMakeCurrent(eglDisplay, surface.eglSurface, surface.eglSurface, eglContext);
        EGL14.eglMakeCurrent(eglDisplay, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, eglContext);
    }

    /**
     * 销毁OpenGL环境
     */
    private void destroyGL() {
        EGL14.eglDestroyContext(eglDisplay, eglContext);
        eglContext = EGL14.EGL_NO_CONTEXT;
        eglDisplay = EGL14.EGL_NO_DISPLAY;
    }

    /**
     * 渲染到各个eglSurface
     */
    private void render(){
        // 渲染(绘制)
        for(GLSurface output:outputSurfaces){
            if(output.eglSurface== EGL_NO_SURFACE) {
                if(!makeOutputSurface(output))
                    continue;
            }
            // 设置当前的上下文环境和输出缓冲区
            EGL14.eglMakeCurrent(eglDisplay, output.eglSurface, output.eglSurface, eglContext);
            // 设置视窗大小及位置
            GLES20.glViewport(output.viewport.x, output.viewport.y, output.viewport.width, output.viewport.height);
            // 绘制
            onDrawFrame(output);
            // 交换显存(将surface显存和显示器的显存交换)
            EGL14.eglSwapBuffers(eglDisplay, output.eglSurface);
        }
    }

    @Override
    public void run() {
        Event event;

        Log.d(TAG,getName()+": render create");
        createGL();
        onCreated();
        // 渲染
        while(!isRelease){
            try {
                event = eventQueue.take();
                switch(event.event){
                    case Event.ADD_SURFACE: {
                        // 创建eglSurface
                        GLSurface surface = (GLSurface)event.param;
                        Log.d(TAG,"add:"+surface);
                        makeOutputSurface(surface);
                        outputSurfaces.add(surface);
                        break;
                    }
                    case Event.REMOVE_SURFACE: {
                        GLSurface surface = (GLSurface)event.param;
                        Log.d(TAG,"remove:"+surface);
                        EGL14.eglDestroySurface(eglDisplay, surface.eglSurface);
                        outputSurfaces.remove(surface);

                        break;
                    }
                    case Event.START_RENDER:
                        rendering = true;
                        break;
                    case Event.REQ_RENDER: // 渲染
                        if(rendering) {
                            onUpdate();
                            render(); // 如果surface缓存没有释放(被消费)那么这里将卡住
                        }
                        break;
                    case Event.STOP_RENDER:
                        rendering = false;
                        break;
                    case Event.RUNNABLE:
                        ((Runnable)event.param).run();
                        break;
                    case Event.RELEASE:
                        isRelease = true;
                        break;
                    default:
                        Log.e(TAG,"event error: "+event);
                        break;
                }
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
        // 回调
        onDestroy();
        // 销毁eglSurface
        for(GLSurface outputSurface:outputSurfaces){
            EGL14.eglDestroySurface(eglDisplay, outputSurface.eglSurface);
            outputSurface.eglSurface = EGL_NO_SURFACE;
        }
        destroyGL();
        eventQueue.clear();
        Log.d(TAG,getName()+": render release");
    }

    /**
     * 退出OpenGL渲染并释放资源
     * 这里先将渲染器释放(renderer)再退出looper,因为renderer里面可能持有这个looper的handler,
     * 先退出looper再释放renderer可能会报一些警告信息(sending message to a Handler on a dead thread)
     */
    public void release(){
        if(eventQueue.offer(new Event(Event.RELEASE))){
            // 等待线程结束,如果不等待,在快速开关的时候可能会导致资源竞争(如竞争摄像头)
            // 但这样操作可能会引起界面卡顿,择优取舍
            while (isAlive()){
                try {
                    this.join(1000);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }

    /**
     * 当创建完基本的OpenGL环境后调用此方法,可以在这里初始化纹理之类的东西
     */
    public abstract void onCreated();

    /**
     * 在渲染之前调用,用于更新纹理数据。渲染一帧调用一次
     */
    public abstract void onUpdate();

    /**
     * 绘制渲染,每次绘制都会调用,一帧数据可能调用多次(不同是输出缓存)
     * @param outputSurface 输出缓存位置surface
     */
    public abstract void onDrawFrame(GLSurface outputSurface);

    /**
     * 当渲染器销毁前调用,用户回收释放资源
     */
    public abstract void onDestroy();


    private static String getEGLErrorString() {
        return GLUtils.getEGLErrorString(EGL14.eglGetError());
    }

    private static class Event {
        static final int ADD_SURFACE = 1; // 添加输出的surface
        static final int REMOVE_SURFACE = 2; // 移除输出的surface
        static final int START_RENDER = 3; // 开始渲染
        static final int REQ_RENDER = 4; // 请求渲染
        static final int STOP_RENDER = 5; // 结束渲染
        static final int RUNNABLE = 6; //
        static final int RELEASE = 7; // 释放渲染器

        final int event;
        Object param;

        Event(int event) {
            this.event = event;
        }
    }
}

ShaderUtil.java

public class ShaderUtil {
    /**
     * 加载制定shader的方法
     * @param shaderType shader的类型  GLES20.GL_VERTEX_SHADER   GLES20.GL_FRAGMENT_SHADER
     * @param source shader的脚本字符串
     * @return 着色器id
     */
    private static int loadShader(int shaderType,String source) {
        // 创建一个新shader
        int shader = GLES20.glCreateShader(shaderType);
        // 若创建成功则加载shader
        if (shader != 0) {
            //加载shader的源代码
            GLES20.glShaderSource(shader, source);
            //编译shader
            GLES20.glCompileShader(shader);
            //存放编译成功shader数量的数组
            int[] compiled = new int[1];
            //获取Shader的编译情况
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0) {//若编译失败则显示错误日志并删除此shader
                Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
                Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
                GLES20.glDeleteShader(shader);
                shader = 0;
            }
        }
        return shader;
    }

    /**
     * 创建shader程序的方法
     */
    public static int createProgram(String vertexSource, String fragmentSource) {
        //加载顶点着色器
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        if (vertexShader == 0) {
            return 0;
        }

        //加载片元着色器
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        if (pixelShader == 0) {
            return 0;
        }

        //创建程序
        int program = GLES20.glCreateProgram();
        //若程序创建成功则向程序中加入顶点着色器与片元着色器
        if (program != 0) {
            //向程序中加入顶点着色器
            GLES20.glAttachShader(program, vertexShader);
            checkGlError("glAttachShader");
            //向程序中加入片元着色器
            GLES20.glAttachShader(program, pixelShader);
            checkGlError("glAttachShader");
            //链接程序
            GLES20.glLinkProgram(program);
            //存放链接成功program数量的数组
            int[] linkStatus = new int[1];
            //获取program的链接情况
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            //若链接失败则报错并删除程序
            if (linkStatus[0] != GLES20.GL_TRUE) {
                Log.e("ES20_ERROR", "Could not link program: ");
                Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
                GLES20.glDeleteProgram(program);
                program = 0;
            }
        }
        return program;
    }

    //检查每一步操作是否有错误的方法
    public static void checkGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e("ES20_ERROR", op + ": glError " + error);
            throw new RuntimeException(op + ": glError " + error);
        }
    }

    //从sh脚本中加载shader内容的方法
    public static String loadFromAssetsFile(String fname, Resources r) {
        String result = null;
        try {
            InputStream in = r.getAssets().open(fname);
            int ch = 0;
            ByteArrayOutputStream baos = new ByteArrayOutputStream();
            while ((ch = in.read()) != -1) {
                baos.write(ch);
            }
            byte[] buff = baos.toByteArray();
            baos.close();
            in.close();
            result = new String(buff, "UTF-8");
            result = result.replaceAll("\\r\\n", "\n");
        } catch (Exception e) {
            e.printStackTrace();
        }
        return result;
    }
}

离屏渲染关键部分就是在makeOutputSurface()方法中的GLSurface.TYPE_PBUFFER_SURFACE这个case里面,仅9行代码,简单吧(指定大小,使用EGL14.eglCreatePbufferSurface()创建)

测试

工程整理完毕,添加一些测试代码

  • 新建TestRenderer继承于GLRenderer,在onCreated()中创建着色器和顶点,在onDrawFrame()中进行绘制

TestRenderer.java

public class TestRenderer extends GLRenderer {
    private static final String TAG = "TestRenderer";
    private int program;
    private int vPosition;
    private int uColor;

    private FloatBuffer vertices;

    /**
     * 获取图形的顶点
     * 特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
     * 转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
     *
     * @return 顶点Buffer
     */
    private FloatBuffer getVertices() {
        float vertices[] = {
                0.0f, 0.5f,
                -0.5f, -0.5f,
                0.5f, -0.5f,
        };

        // 创建顶点坐标数据缓冲
        // vertices.length*4是因为一个float占四个字节
        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());             //设置字节顺序
        FloatBuffer vertexBuf = vbb.asFloatBuffer();    //转换为Float型缓冲
        vertexBuf.put(vertices);                        //向缓冲区中放入顶点坐标数据
        vertexBuf.position(0);                          //设置缓冲区起始位置

        return vertexBuf;
    }

    @Override
    public void onCreated() {
        //基于顶点着色器与片元着色器创建程序
        program = createProgram(verticesShader, fragmentShader);
        // 获取着色器中的属性引用id(传入的字符串就是我们着色器脚本中的属性名)
        vPosition = GLES20.glGetAttribLocation(program, "vPosition");
        uColor = GLES20.glGetUniformLocation(program, "uColor");

        vertices = getVertices();
    }

    @Override
    public void onUpdate() {

    }

    @Override
    public void onDrawFrame(GLSurface surface) {
        // 设置clear color颜色RGBA(这里仅仅是设置清屏时GLES20.glClear()用的颜色值而不是执行清屏)
        GLES20.glClearColor(1.0f, 0, 0, 1.0f);

        // 清除深度缓冲与颜色缓冲(清屏,否则会出现绘制之外的区域花屏)
        GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
        // 使用某套shader程序
        GLES20.glUseProgram(program);
        // 为画笔指定顶点位置数据(vPosition)
        GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 0, vertices);
        // 允许顶点位置数据数组
        GLES20.glEnableVertexAttribArray(vPosition);
        // 设置属性uColor(颜色 索引,R,G,B,A)
        GLES20.glUniform4f(uColor, 0.0f, 1.0f, 0.0f, 1.0f);
        // 绘制
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 3);
    }

    @Override
    public void onDestroy() {

    }

    // 顶点着色器的脚本
    private static final String verticesShader
            = "attribute vec2 vPosition;            \n" // 顶点位置属性vPosition
            + "void main(){                         \n"
            + "   gl_Position = vec4(vPosition,0,1);\n" // 确定顶点位置
            + "}";

    // 片元着色器的脚本
    private static final String fragmentShader
            = "precision mediump float;         \n" // 声明float类型的精度为中等(精度越高越耗资源)
            + "uniform vec4 uColor;             \n" // uniform的属性uColor
            + "void main(){                     \n"
            + "   gl_FragColor = uColor;        \n" // 给此片元的填充色
            + "}";
}
  • 在activity_main.xml添加一个ImageView用于显示渲染结果

activity_main.xml

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical">

    <ImageView
        android:id="@+id/iv_main_image"
        android:layout_width="50dp"
        android:layout_height="50dp"
        android:layout_gravity="center"
        android:contentDescription="@string/app_name" />

    <SurfaceView
        android:id="@+id/sv_main_demo"
        android:layout_width="match_parent"
        android:layout_height="match_parent" />

</LinearLayout>
  • 修改MainActivity
    在onCreate()中创建一个PbufferSurface,加入渲染器,启动渲染,取回像素数据(要在OpenGL线程)转换成Bitmap设置给ImageView

MainActivity.java

public class MainActivity extends Activity {
    private TestRenderer glRenderer;
    private ImageView imageIv;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        SurfaceView sv = (SurfaceView)findViewById(R.id.sv_main_demo);
        imageIv = (ImageView)findViewById(R.id.iv_main_image);
        glRenderer = new TestRenderer();
        GLSurface glPbufferSurface = new GLSurface(512,512);
        glRenderer.addSurface(glPbufferSurface);
        glRenderer.startRender();
        glRenderer.requestRender();

        glRenderer.postRunnable(new Runnable() {
            @Override
            public void run() {
                IntBuffer ib = IntBuffer.allocate(512 * 512);
                GLES20.glReadPixels(0, 0, 512, 512, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib);

                final Bitmap bitmap = frameToBitmap(512, 512, ib);
                new Handler(Looper.getMainLooper()).post(new Runnable() {
                    @Override
                    public void run() {
                        imageIv.setImageBitmap(bitmap);
                    }
                });
            }
        });

        sv.getHolder().addCallback(new SurfaceHolder.Callback() {
            @Override
            public void surfaceCreated(SurfaceHolder surfaceHolder) {

            }

            @Override
            public void surfaceChanged(SurfaceHolder surfaceHolder, int format, int width, int height) {
                GLSurface glWindowSurface = new GLSurface(surfaceHolder.getSurface(),width,height);
                glRenderer.addSurface(glWindowSurface);
                glRenderer.requestRender();
            }

            @Override
            public void surfaceDestroyed(SurfaceHolder surfaceHolder) {

            }
        });
    }

    @Override
    protected void onDestroy() {
        glRenderer.release();
        glRenderer = null;
        super.onDestroy();
    }

    /**
     * 将数据转换成bitmap(OpenGL和Android的Bitmap色彩空间不一致,这里需要做转换)
     *
     * @param width 图像宽度
     * @param height 图像高度
     * @param ib 图像数据
     * @return bitmap
     */
    private static Bitmap frameToBitmap(int width, int height, IntBuffer ib) {
        int pixs[] = ib.array();
        // 扫描转置(OpenGl:左上->右下 Bitmap:左下->右上)
        for (int y = 0; y < height / 2; y++) {
            for (int x = 0; x < width; x++) {
                int pos1 = y * width + x;
                int pos2 = (height - 1 - y) * width + x;

                int tmp = pixs[pos1];
                pixs[pos1] = (pixs[pos2] & 0xFF00FF00) | ((pixs[pos2] >> 16) & 0xff) | ((pixs[pos2] << 16) & 0x00ff0000); // ABGR->ARGB
                pixs[pos2] = (tmp & 0xFF00FF00) | ((tmp >> 16) & 0xff) | ((tmp << 16) & 0x00ff0000);
            }
        }
        if (height % 2 == 1) { // 中间一行
            for (int x = 0; x < width; x++) {
                int pos = (height / 2 + 1) * width + x;
                pixs[pos] = (pixs[pos] & 0xFF00FF00) | ((pixs[pos] >> 16) & 0xff) | ((pixs[pos] << 16) & 0x00ff0000);
            }
        }

        return Bitmap.createBitmap(pixs, width, height, Bitmap.Config.ARGB_8888);
    }
}

运行一下,这里我们就能看到两个三角形了,顶部的小三角形就是在后台渲染的图像了

 

源码

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OpenGL中进行离屏渲染通常使用EGL来实现。EGL是一个跨平台的图形库,可以在不同的操作系统和图形硬件上运行。以下是一个简单的示例代码,说明如何使用EGL进行离屏渲染: ```c++ #include <EGL/egl.h> #include <GLES2/gl2.h> void RenderOffscreen() { // 创建EGLDisplay EGLDisplay eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); EGLint major, minor; eglInitialize(eglDisplay, &major, &minor); // 配置EGLContext属性 EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; // 创建EGLContext EGLConfig config; EGLint numConfigs; EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 0, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; eglChooseConfig(eglDisplay, attribs, &config, 1, &numConfigs); EGLSurface eglSurface = eglCreatePbufferSurface(eglDisplay, config, NULL); EGLContext eglContext = eglCreateContext(eglDisplay, config, NULL, contextAttribs); // 绑定EGLContext和EGLSurface eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext); // 在离屏上下文中进行渲染 glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // 将渲染结果保存到文件或内存中 // ... // 解绑EGLContext和EGLSurface eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); // 销毁EGLContext和EGLSurface eglDestroySurface(eglDisplay, eglSurface); eglDestroyContext(eglDisplay, eglContext); // 终止EGLDisplay eglTerminate(eglDisplay); } int main() { // 在主上下文中进行渲染 // ... // 在离屏上下文中进行渲染 RenderOffscreen(); return 0; } ``` 在上面的示例代码中,我们使用EGL创建一个离屏上下文和表面,使用glClear()函数在离屏上下文中进行渲染,然后将渲染结果保存到文件或内存中。最后,我们销毁离屏上下文和表面,终止EGLDisplay。

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