我遇到了同样的问题,您可以像这样制作自定义渲染器:或者(通过直接将 SurfaceView 子类化有点复杂)
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import javax.microedition.khronos.opengles.GL11Ext;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.util.Log;
import com.TIEmulator.JNI.NLib;
class EmulatorRenderer implements GLSurfaceView.Renderer, NLib.EventsInterface {
public static interface RenderCb {
public boolean dismissStartupDialog();
public void updateStartupDialog(String msg);
}
private static int mViewHeight;
private static int mViewWidth;
private static BitmapFactory.Options sBitmapOptions = new BitmapFactory.Options();
private static int TEX_BUF_HEIGHT = 128;
private static int TEX_BUF_WIDTH = 256;
private final ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4
* EmulatorRenderer.TEX_BUF_HEIGHT * EmulatorRenderer.TEX_BUF_WIDTH);
private boolean emulation_running = false;
private Context mContext = null;
private final int[] mCropWorkspace;
private final GLSurfaceView mGLView;
protected int mTex = -1;
protected int[] mtexBuf = new int[1];
private final int[] mTextureNameWorkspace;
public EmulatorRenderer(final Context ctx, final GLSurfaceView v) {
// Pre-allocate and store these objects so we can use them at runtime
// without allocating memory mid-frame.
mTextureNameWorkspace = new int[1];
mCropWorkspace = new int[4];
byteBuffer.order(ByteOrder.BIG_ENDIAN);
// Set our bitmaps to 16-bit, 565 format.
EmulatorRenderer.sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
mGLView = v;
mContext = ctx;
try {
NLib.setListener(this);
} catch (final RuntimeException exc) {
exc.printStackTrace();
callFinishOnce();
return;
}
if (!NLib.TryLoadLib()) {
callFinishOnce();
return;
}
Log.v(this.getClass().toString(),">>>>>>>>>>>>>>>>>>>>>>> init successfull! <<<<<<<<<<<<<<<<<<<<<<");
}
private void callFinishOnce() {
if (mContext != null) {
((Activity) mContext).finish();
mContext = null;
}
}
@Override
protected void finalize() throws Throwable {
NLib.stopEmu();
super.finalize();
}
protected int loadBB(final GL10 gl) {
int textureName = -1;
if (mContext != null && gl != null) {
gl.glGenTextures(1, mTextureNameWorkspace, 0);
textureName = mTextureNameWorkspace[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);// GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_REPLACE);
mCropWorkspace[0] = 0; // u
// mCropWorkspace[1] = EMU_HEIGHT; // v
mCropWorkspace[1] = 0; // v
mCropWorkspace[2] = NLib.getWidth(); // w
// mCropWorkspace[3] = -EMU_HEIGHT; // h -EMU_HEIGHT;
mCropWorkspace[3] = NLib.getHeight(); // h -EMU_HEIGHT;
byteBuffer.order(ByteOrder.BIG_ENDIAN);
final int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR) {
Log.e("SpriteMethodTest", "Texture Load GLError: " + error);
}
}
return textureName;
}
public void onDrawFrame(final GL10 gl) {
// Log.v(this.toString(),"onDrawFrame called");
gl.glActiveTexture(mTex);
gl.glClientActiveTexture(mTex);
byteBuffer.position(0);
// this two lines bind and create the texture!
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTex);
((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D,
GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA,
EmulatorRenderer.TEX_BUF_WIDTH,
EmulatorRenderer.TEX_BUF_HEIGHT, 0, GL10.GL_RGBA,
GL10.GL_UNSIGNED_BYTE, byteBuffer);
((GL11Ext) gl).glDrawTexiOES(0, 0, 0, EmulatorRenderer.mViewWidth,
EmulatorRenderer.mViewHeight);
/** gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL);
*/
}
public void OnFatalError(final String text) {
Log.d(toString(), "FATAL ERROR CALLBACK raised: " + text
+ " ===> Activity calls finish()");
}
public void onFinish() {
onPause();
}
/*
* JNI interface
*
*/
@Override
public void OnBufferUpdate() {
mGLView.requestRender();
}
// TODO Auto-generated method stub
@Override
public void OnWarning(String msg) {
// TODO Auto-generated method stub
}
public void onPause() {
mGLView.onPause();
// Log.v("onPause", "NILib.stopEmulate()");
emulation_running = false;
//startupDialogDismiss = false;
NLib.stopEmu();
}
public void onResume() {
// Log.v(this.toString(),"EmulatorRenderer:onResume called");
NLib.startEmu(byteBuffer);
mGLView.onResume();
//callFinishOnce();
emulation_running = true;
}
public void onSurfaceChanged(final GL10 gl, final int w, final int h) {
EmulatorRenderer.mViewWidth = w;
EmulatorRenderer.mViewHeight = h;
Log.v(toString(), "onSurfaceChanged: ==> New View Size: [" + w + ","
+ h + "]");
}
public void onSurfaceCreated(final GL10 gl, final EGLConfig config) {
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
/*
* 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);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); // Set Line
// Antialiasing
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// create the one and only texture here...
mTex = loadBB(gl);
}
public void OnTIEmuStopped() {
System.out.println("OnTIEmuStopped callback called! ");
callFinishOnce();
}
/* Called when the size of the window changes. */
public void sizeChanged(final GL10 gl, final int w, final int h) {
// Log.v(this.toString(),"sizeChanged: ==> new Viewport: ["+w+","+h+"]");
gl.glViewport(0, 0, w, h);
/*
* 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.
*/
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// Set up the orthographic projection
// gl.glOrthof(0.0f, w, 0.0f, h, 0.0f, 1.0f);
gl.glOrthof(0.0f, w, 0.0f, 0.0f, h, 1.0f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glMatrixMode(GL10.GL_MODELVIEW);
}
}