I\'m writing an Information Visualization API for Android and ran into a problem trying to place two units of a custom GLSurfaceView into a Layout. The Custom <
What's the implementation for CoordinateSystemRenderer?
I met the same requirement today and tried, it actually works that means, you can put 2 GLSurfaceView into same activity.
Something need to be noticed,
GLRender, when onSurfaceChanged is invoked, you must resize your viewportGLSurfaceView, the render thread will be 2, so synchronize issue will be occurred. It depends on your implementation of onDrawFrame.There is a quick test to use Android API demo in SDK GLSurfaceViewActivity
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
/**
* Render a pair of tumbling cubes.
*/
public class CubeRenderer implements GLSurfaceView.Renderer
{
boolean isReverse = false;
public CubeRenderer(boolean useTranslucentBackground, boolean isReverse)
{
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
this.isReverse = isReverse;
}
public CubeRenderer(boolean useTranslucentBackground)
{
this(useTranslucentBackground, false);
}
public void onDrawFrame(GL10 gl)
{
/*
* Usually, the first thing one might want to do is to clear the screen. The most efficient way of doing this is
* to use glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle * 0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle * 2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
if (isReverse)
{
mAngle -= 1.2f;
}
else
{
mAngle += 1.2f;
}
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
System.out.println("Joey's Log width : " + width + " height : " + height);
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done each time we draw, but usually a new projection needs
* to be set when the viewport is resized.
*/
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
/*
* By default, OpenGL enables features that improve quality but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
if (mTranslucentBackground)
{
gl.glClearColor(0, 0, 0, 0);
}
else
{
gl.glClearColor(1, 1, 1, 1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
}
------------------------------------------------------------------------------------------
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
/**
* Render a pair of tumbling cubes.
*/
public class CubeRenderer implements GLSurfaceView.Renderer {
boolean isReverse = false;
public CubeRenderer(boolean useTranslucentBackground,boolean isReverse) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
this.isReverse = isReverse;
}
public CubeRenderer(boolean useTranslucentBackground)
{
this(useTranslucentBackground, false);
}
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle*2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
if (isReverse)
{
mAngle -= 1.2f;
}
else
{
mAngle += 1.2f;
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
System.out.println("Joey's Log width : " + width + " height : " + height);
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usually a new projection needs to
* be set when the viewport is resized.
*/
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
if (mTranslucentBackground) {
gl.glClearColor(0,0,0,0);
} else {
gl.glClearColor(1,1,1,1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
}