GLSurfaceView handles GL setup for you, which TextureView will not do. A
TextureView can be used as the native window when you create an EGL
surface. Here is an example (the interesting part is the call
to eglCreateWindowSurface()):

    @Override
    public void onSurfaceTextureAvailable(SurfaceTexture surface, int
width, int height) {
        mRenderThread = new RenderThread(getResources(), surface);
        mRenderThread.start();
    }

    private static class RenderThread extends Thread {
        private static final String LOG_TAG = "GLTextureView";

        static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
        static final int EGL_OPENGL_ES2_BIT = 4;

        private volatile boolean mFinished;

        private final Resources mResources;
        private final SurfaceTexture mSurface;

        private EGL10 mEgl;
        private EGLDisplay mEglDisplay;
        private EGLConfig mEglConfig;
        private EGLContext mEglContext;
        private EGLSurface mEglSurface;
        private GL mGL;

        RenderThread(Resources resources, SurfaceTexture surface) {
            mResources = resources;
            mSurface = surface;
        }

        private static final String sSimpleVS =
                "attribute vec4 position;\n" +
                "attribute vec2 texCoords;\n" +
                "varying vec2 outTexCoords;\n" +
                "\nvoid main(void) {\n" +
                "    outTexCoords = texCoords;\n" +
                "    gl_Position = position;\n" +
                "}\n\n";
        private static final String sSimpleFS =
                "precision mediump float;\n\n" +
                "varying vec2 outTexCoords;\n" +
                "uniform sampler2D texture;\n" +
                "\nvoid main(void) {\n" +
                "    gl_FragColor = texture2D(texture, outTexCoords);\n" +
                "}\n\n";

        private static final int FLOAT_SIZE_BYTES = 4;
        private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 *
FLOAT_SIZE_BYTES;
        private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
        private final float[] mTriangleVerticesData = {
                // X, Y, Z, U, V
                -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
                 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
                -1.0f,  1.0f, 0.0f, 0.0f, 1.0f,
                 1.0f,  1.0f, 0.0f, 1.0f, 1.0f,
        };

        @Override
        public void run() {
            initGL();

            FloatBuffer triangleVertices =
ByteBuffer.allocateDirect(mTriangleVerticesData.length
                    *
FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
            triangleVertices.put(mTriangleVerticesData).position(0);

            int texture = loadTexture(R.drawable.large_photo);
            int program = buildProgram(sSimpleVS, sSimpleFS);

            int attribPosition = glGetAttribLocation(program, "position");
            checkGlError();

            int attribTexCoords = glGetAttribLocation(program, "texCoords");
            checkGlError();

            int uniformTexture = glGetUniformLocation(program, "texture");
            checkGlError();

            glBindTexture(GL_TEXTURE_2D, texture);
            checkGlError();

            glUseProgram(program);
            checkGlError();

            glEnableVertexAttribArray(attribPosition);
            checkGlError();

            glEnableVertexAttribArray(attribTexCoords);
            checkGlError();

            glUniform1i(uniformTexture, texture);
            checkGlError();

            while (!mFinished) {
                checkCurrent();

                glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
                checkGlError();

                glClear(GL_COLOR_BUFFER_BIT);
                checkGlError();

                // drawQuad

triangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
                glVertexAttribPointer(attribPosition, 3, GL_FLOAT, false,
                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
triangleVertices);

                triangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
                glVertexAttribPointer(attribTexCoords, 3, GL_FLOAT, false,
                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
triangleVertices);

                glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

                if (!mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
                    throw new RuntimeException("Cannot swap buffers");
                }
                checkEglError();

                try {
                    Thread.sleep(2000);
                } catch (InterruptedException e) {
                    // Ignore
                }
            }

            finishGL();
        }

        private int loadTexture(int resource) {
            int[] textures = new int[1];

            glActiveTexture(GL_TEXTURE0);
            glGenTextures(1, textures, 0);
            checkGlError();

            int texture = textures[0];
            glBindTexture(GL_TEXTURE_2D, texture);
            checkGlError();

            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);

            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);

            Bitmap bitmap = BitmapFactory.decodeResource(mResources,
resource);

            GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap,
GL_UNSIGNED_BYTE, 0);
            checkGlError();

            bitmap.recycle();

            return texture;
        }

        private int buildProgram(String vertex, String fragment) {
            int vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
            if (vertexShader == 0) return 0;

            int fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
            if (fragmentShader == 0) return 0;

            int program = glCreateProgram();
            glAttachShader(program, vertexShader);
            checkGlError();

            glAttachShader(program, fragmentShader);
            checkGlError();

            glLinkProgram(program);
            checkGlError();

            int[] status = new int[1];
            glGetProgramiv(program, GL_LINK_STATUS, status, 0);
            if (status[0] != GL_TRUE) {
                String error = glGetProgramInfoLog(program);
                Log.d(LOG_TAG, "Error while linking program:\n" + error);
                glDeleteShader(vertexShader);
                glDeleteShader(fragmentShader);
                glDeleteProgram(program);
                return 0;
            }

            return program;
        }

        private int buildShader(String source, int type) {
            int shader = glCreateShader(type);

            glShaderSource(shader, source);
            checkGlError();

            glCompileShader(shader);
            checkGlError();

            int[] status = new int[1];
            glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0);
            if (status[0] != GL_TRUE) {
                String error = glGetShaderInfoLog(shader);
                Log.d(LOG_TAG, "Error while compiling shader:\n" + error);
                glDeleteShader(shader);
                return 0;
            }

            return shader;
        }

        private void checkEglError() {
            int error = mEgl.eglGetError();
            if (error != EGL10.EGL_SUCCESS) {
                Log.w(LOG_TAG, "EGL error = 0x" +
Integer.toHexString(error));
            }
        }

        private void checkGlError() {
            int error = glGetError();
            if (error != GL_NO_ERROR) {
                Log.w(LOG_TAG, "GL error = 0x" +
Integer.toHexString(error));
            }
        }

        private void finishGL() {
            mEgl.eglDestroyContext(mEglDisplay, mEglContext);
            mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
        }

        private void checkCurrent() {
            if (!mEglContext.equals(mEgl.eglGetCurrentContext()) ||

!mEglSurface.equals(mEgl.eglGetCurrentSurface(EGL10.EGL_DRAW))) {
                if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface,
mEglSurface, mEglContext)) {
                    throw new RuntimeException("eglMakeCurrent failed "
                            +
GLUtils.getEGLErrorString(mEgl.eglGetError()));
                }
            }
        }

        private void initGL() {
            mEgl = (EGL10) EGLContext.getEGL();

            mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
            if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
                throw new RuntimeException("eglGetDisplay failed "
                        + GLUtils.getEGLErrorString(mEgl.eglGetError()));
            }

            int[] version = new int[2];
            if (!mEgl.eglInitialize(mEglDisplay, version)) {
                throw new RuntimeException("eglInitialize failed " +
                        GLUtils.getEGLErrorString(mEgl.eglGetError()));
            }

            mEglConfig = chooseEglConfig();
            if (mEglConfig == null) {
                throw new RuntimeException("eglConfig not initialized");
            }

            mEglContext = createContext(mEgl, mEglDisplay, mEglConfig);

            mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay,
mEglConfig, mSurface, null);

            if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE)
{
                int error = mEgl.eglGetError();
                if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
                    Log.e(LOG_TAG, "createWindowSurface returned
EGL_BAD_NATIVE_WINDOW.");
                    return;
                }
                throw new RuntimeException("createWindowSurface failed "
                        + GLUtils.getEGLErrorString(error));
            }

            if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext)) {
                throw new RuntimeException("eglMakeCurrent failed "
                        + GLUtils.getEGLErrorString(mEgl.eglGetError()));
            }

            mGL = mEglContext.getGL();
        }


        EGLContext createContext(EGL10 egl, EGLDisplay eglDisplay,
EGLConfig eglConfig) {
            int[] attrib_list = { EGL_CONTEXT_CLIENT_VERSION, 2,
EGL10.EGL_NONE };
            return egl.eglCreateContext(eglDisplay, eglConfig,
EGL10.EGL_NO_CONTEXT, attrib_list);
        }

        private EGLConfig chooseEglConfig() {
            int[] configsCount = new int[1];
            EGLConfig[] configs = new EGLConfig[1];
            int[] configSpec = getConfig();
            if (!mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1,
configsCount)) {
                throw new IllegalArgumentException("eglChooseConfig failed
" +
                        GLUtils.getEGLErrorString(mEgl.eglGetError()));
            } else if (configsCount[0] > 0) {
                return configs[0];
            }
            return null;
        }

        private int[] getConfig() {
            return new int[] {
                    EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
                    EGL10.EGL_RED_SIZE, 8,
                    EGL10.EGL_GREEN_SIZE, 8,
                    EGL10.EGL_BLUE_SIZE, 8,
                    EGL10.EGL_ALPHA_SIZE, 8,
                    EGL10.EGL_DEPTH_SIZE, 0,
                    EGL10.EGL_STENCIL_SIZE, 0,
                    EGL10.EGL_NONE
            };
        }

        void finish() {
            mFinished = true;
        }
    }

On Wed, Nov 23, 2011 at 8:54 AM, plafayette <pierre.lafaye...@gmail.com>wrote:

> The TextureView documentation states that it can be used to render
> OpenGL content.
>
> In the blog post announcing TextureView, it states:
>
> A TextureView can just as easily be used to embed an OpenGL scene in
> your application. As of Android 4.0, eglCreateWindowSurface() can be
> used to render into a SurfaceTexture object.
>
> Which seems to imply that to use TextureView instead of GLSurfaceView,
> one would have to do all the EGL setup themselves and manage the
> EGLContext and the threading (since GLSurfaceView maintains a
> GLThread). There doesn't seem to be any sample code in the Android 4.0
> SDK that demonstrates how the "TextureView can just as easily be used
> to embed an OpenGL scene". TextureView seems to plug in more cleanly
> to the Camera preview (setPreviewTexture) and MediaPlayer
> (setSurface).
>
> Is it possible to use GLSurfaceView in conjunction with TextureView by
> using GLSurfaceView.setEGLWindowSurfaceFactory to make it render to
> the TextureView's SurfaceTexture?
>
> Again, it would be nice if there were some sample code.
>
> p.s. Posted on stackoverflow.com as well. Feel free to answer:
>
> http://stackoverflow.com/questions/8231978/how-to-replace-glsurfaceview-with-textureview-in-android-ice-cream-sandwich
>
> --
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-- 
Romain Guy
Android framework engineer
romain...@android.com

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