page.title=OpenGL ES page.tags=games @jd:body
Android includes support for high performance 2D and 3D graphics with the Open Graphics Library (OpenGL®), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL specification intended for embedded devices. Android supports several versions of the OpenGL ES API:
Caution: Support of the OpenGL ES 3.0 API on a device requires an implementation of this graphics pipeline provided by the device manufacturer. A device running Android 4.3 or higher may not support the OpenGL ES 3.0 API. For information on checking what version of OpenGL ES is supported at run time, see Checking OpenGL ES Version.
Note: The specific API provided by the Android framework is similar to the J2ME JSR239 OpenGL ES API, but is not identical. If you are familiar with J2ME JSR239 specification, be alert for variations.
Android supports OpenGL both through its framework API and the Native Development Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the NDK, see the Android NDK.
There are two foundational classes in the Android framework that let you create and manipulate graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application, understanding how to implement these classes in an activity should be your first objective.
The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the following methods:
Once you have established a container view for OpenGL ES using {@link android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin calling OpenGL APIs using the following classes:
If you want to start building an app with OpenGL ES right away, follow the Displaying Graphics with OpenGL ES class.
If your application uses OpenGL features that are not available on all devices, you must include these requirements in your AndroidManifest.xml file. Here are the most common OpenGL manifest declarations:
For OpenGL ES 2.0:
<!-- Tell the system this app requires OpenGL ES 2.0. --> <uses-feature android:glEsVersion="0x00020000" android:required="true" />
Adding this declaration causes Google Play to restrict your application from being installed on devices that do not support OpenGL ES 2.0. If your application is exclusively for devices that support OpenGL ES 3.0, you can also specify this in your manifest:
For OpenGL ES 3.0:
<!-- Tell the system this app requires OpenGL ES 3.0. --> <uses-feature android:glEsVersion="0x00030000" android:required="true" />
For OpenGL ES 3.1:
<!-- Tell the system this app requires OpenGL ES 3.1. --> <uses-feature android:glEsVersion="0x00030001" android:required="true" />
Note: The OpenGL ES 3.x API is backwards-compatible with the 2.0 API, which means you can be more flexible with your implementation of OpenGL ES in your application. By declaring the OpenGL ES 2.0 API as a requirement in your manifest, you can use that API version as a default, check for the availability of the 3.x API at run time and then use OpenGL ES 3.x features if the device supports it. For more information about checking the OpenGL ES version supported by a device, see Checking OpenGL ES Version.
Declaring texture compression requirements in your manifest hides your application from users with devices that do not support at least one of your declared compression types. For more information on how Google Play filtering works for texture compressions, see the Google Play and texture compression filtering section of the {@code <supports-gl-texture>} documentation.
One of the basic problems in displaying graphics on Android devices is that their screens can vary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily draws those coordinates onto your typically non-square screen as if it is perfectly square.
The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the left, and how these coordinates actually map to a typical device screen in landscape orientation on the right. To solve this problem, you can apply OpenGL projection modes and camera views to transform coordinates so your graphic objects have the correct proportions on any display.
In order to apply projection and camera views, you create a projection matrix and a camera view matrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the coordinates of your graphics so that they map correctly to Android device screens. The camera view matrix creates a transformation that renders objects from a specific eye position.
In the ES 1.0 API, you apply projection and camera view by creating each matrix and then adding them to the OpenGL environment.
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); // make adjustments for screen ratio float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode gl.glLoadIdentity(); // reset the matrix to its default state gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix }
public void onDrawFrame(GL10 gl) { ... // Set GL_MODELVIEW transformation mode gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // reset the matrix to its default state // When using GL_MODELVIEW, you must set the camera view GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); ... }
In the ES 2.0 and 3.0 APIs, you apply projection and camera view by first adding a matrix member to the vertex shaders of your graphics objects. With this matrix member added, you can then generate and apply projection and camera viewing matrices to your objects.
private final String vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of objects that use this vertex shader. "uniform mat4 uMVPMatrix; \n" + "attribute vec4 vPosition; \n" + "void main(){ \n" + // The matrix must be included as part of gl_Position // Note that the uMVPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. " gl_Position = uMVPMatrix * vPosition; \n" + "} \n";
Note: The example above defines a single transformation matrix member in the vertex shader into which you apply a combined projection matrix and camera view matrix. Depending on your application requirements, you may want to define separate projection matrix and camera viewing matrix members in your vertex shaders so you can change them independently.
public void onSurfaceCreated(GL10 unused, EGLConfig config) { ... muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); ... }
public void onSurfaceCreated(GL10 unused, EGLConfig config) { ... // Create a camera view matrix Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; // create a projection matrix from device screen geometry Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); }
public void onDrawFrame(GL10 unused) { ... // Combine the projection and camera view matrices Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); // Apply the combined projection and camera view transformations GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); // Draw objects ... }
For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the Displaying Graphics with OpenGL ES class.
In OpenGL, the face of a shape is a surface defined by three or more points in three-dimensional space. A set of three or more three-dimensional points (called vertices in OpenGL) have a front face and a back face. How do you know which face is front and which is the back? Good question. The answer has to do with winding, or, the direction in which you define the points of a shape.
In this example, the points of the triangle are defined in an order such that they are drawn in a counterclockwise direction. The order in which these coordinates are drawn defines the winding direction for the shape. By default, in OpenGL, the face which is drawn counterclockwise is the front face. The triangle shown in Figure 1 is defined so that you are looking at the front face of the shape (as interpreted by OpenGL) and the other side is the back face.
Why is it important to know which face of a shape is the front face? The answer has to do with a commonly used feature of OpenGL, called face culling. Face culling is an option for the OpenGL environment which allows the rendering pipeline to ignore (not calculate or draw) the back face of a shape, saving time, memory and processing cycles:
// enable face culling feature gl.glEnable(GL10.GL_CULL_FACE); // specify which faces to not draw gl.glCullFace(GL10.GL_BACK);
If you try to use the face culling feature without knowing which sides of your shapes are the front and back, your OpenGL graphics are going to look a bit thin, or possibly not show up at all. So, always define the coordinates of your OpenGL shapes in a counterclockwise drawing order.
Note: It is possible to set an OpenGL environment to treat the clockwise face as the front face, but doing so requires more code and is likely to confuse experienced OpenGL developers when you ask them for help. So don’t do that.
The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. Beginning with Android 2.2 (API level 8), the framework supports the OpenGL ES 2.0 API specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new applications being developed with OpenGL. OpenGL ES 3.0 is supported with Android 4.3 (API level 18) and higher, on devices that provide an implementation of the OpenGL ES 3.0 API. For information about the relative number of Android-powered devices that support a given version of OpenGL ES, see the OpenGL ES Version Dashboard.
Graphics programming with OpenGL ES 1.0/1.1 API is significantly different than using the 2.0 and higher versions. The 1.x version of the API has more convenience methods and a fixed graphics pipeline, while the OpenGL ES 2.0 and 3.0 APIs provide more direct control of the pipeline through use of OpenGL shaders. You should carefully consider the graphics requirements and choose the API version that works best for your application. For more information, see Choosing an OpenGL API Version.
The OpenGL ES 3.0 API provides additional features and better performance than the 2.0 API and is also backward compatible. This means that you can potentially write your application targeting OpenGL ES 2.0 and conditionally include OpenGL ES 3.0 graphics features if they are available. For more information on checking for availability of the 3.0 API, see Checking OpenGL ES Version
Texture compression can significantly increase the performance of your OpenGL application by reducing memory requirements and making more efficient use of memory bandwidth. The Android framework provides support for the ETC1 compression format as a standard feature, including a {@link android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in the Android SDK at {@code <sdk>/tools/}). For an example of an Android application that uses texture compression, see the {@code CompressedTextureActivity} code sample in Android SDK ({@code <sdk>/samples/<version>/ApiDemos/src/com/example/android/apis/graphics/}).
Caution: The ETC1 format is supported by most Android devices, but it not guaranteed to be available. To check if the ETC1 format is supported on a device, call the {@link android.opengl.ETC1Util#isETC1Supported() ETC1Util.isETC1Supported()} method.
Note: The ETC1 texture compression format does not support textures with an transparency (alpha channel). If your application requires textures with transparency, you should investigate other texture compression formats available on your target devices.
The ETC2/EAC texture compression formats are guaranteed to be available when using the OpenGL ES 3.0 API. This texture format offers excellent compression ratios with high visual quality and the format also supports transparency (alpha channel).
Beyond the ETC formats, Android devices have varied support for texture compression based on their GPU chipsets and OpenGL implementations. You should investigate texture compression support on the devices you are are targeting to determine what compression types your application should support. In order to determine what texture formats are supported on a given device, you must query the device and review the OpenGL extension names, which identify what texture compression formats (and other OpenGL features) are supported by the device. Some commonly supported texture compression formats are as follows:
Warning: These texture compression formats are not supported on all devices. Support for these formats can vary by manufacturer and device. For information on how to determine what texture compression formats are on a particular device, see the next section.
Note: Once you decide which texture compression formats your application will support, make sure you declare them in your manifest using <supports-gl-texture> . Using this declaration enables filtering by external services such as Google Play, so that your app is installed only on devices that support the formats your app requires. For details, see OpenGL manifest declarations.
Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API that are supported. These extensions include texture compressions, but typically also include other extensions to the OpenGL feature set.
To determine what texture compression formats, and other OpenGL extensions, are supported on a particular device:
String extensions = javax.microedition.khronos.opengles.GL10.glGetString( GL10.GL_EXTENSIONS);
Warning: The results of this call vary by device model! You must run this call on several target devices to determine what compression types are commonly supported.
The AEP ensures that your application supports a standardized set of OpenGL extensions above and beyond the core set described in the OpenGL 3.1 specification. Packaging these extensions together encourages a consistent set of functionality across devices, while allowing developers to take full advantage of the latest crop of mobile GPU devices.
The AEP also improves support for images, shader storage buffers, and atomic counters in fragment shaders.
For your app to be able to use the AEP, the app's manifest must declare that the AEP is required. In addition, the platform version must support it.
Declare the AEP requirement in the manifest as follows:
<uses feature android:name="android.hardware.opengles.aep" android:required="true" />
To verify that the platform version supports the AEP, use the {@link android.content.pm.PackageManager#hasSystemFeature} method, passing in {@link android.content.pm.PackageManager#FEATURE_OPENGLES_EXTENSION_PACK} as the argument. The following code snippet shows an example of how to do so:
boolean deviceSupportsAEP = getPackageManager().hasSystemFeature (PackageManager.FEATURE_OPENGLES_EXTENSION_PACK);
If the method returns true, AEP is supported.
For more information about the AEP, visit its page at the Khronos OpenGL ES Registry.
There are several versions of OpenGL ES available on Android devices. You can specify the minimum version of the API your application requires in your manifest, but you may also want to take advantage of features in a newer API at the same time. For example, the OpenGL ES 3.0 API is backward-compatible with the 2.0 version of the API, so you may want to write your application so that it uses OpenGL ES 3.0 features, but falls back to the 2.0 API if the 3.0 API is not available.
Before using OpenGL ES features from a version higher than the minimum required in your application manifest, your application should check the version of the API available on the device. You can do this in one of two ways:
The following example code demonstrates how to check the available OpenGL ES version by creating an {@link android.opengl.EGLContext} and checking the result. This example shows how to check for OpenGL ES 3.0 version:
private static double glVersion = 3.0; private static class ContextFactory implements GLSurfaceView.EGLContextFactory { private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098; public EGLContext createContext( EGL10 egl, EGLDisplay display, EGLConfig eglConfig) { Log.w(TAG, "creating OpenGL ES " + glVersion + " context"); int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, (int) glVersion, EGL10.EGL_NONE }; // attempt to create a OpenGL ES 3.0 context EGLContext context = egl.eglCreateContext( display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list); return context; // returns null if 3.0 is not supported; } }
If the {@code createContext()} method show above returns null, your code should create a OpenGL ES 2.0 context instead and fall back to using only that API.
The following code example demonstrates how to check the OpenGL ES version by creating a minimum supported context first, and then checking the version string:
// Create a minimum supported OpenGL ES context, then check: String version = javax.microedition.khronos.opengles.GL10.glGetString( GL10.GL_VERSION); Log.w(TAG, "Version: " + version ); // The version format is displayed as: "OpenGL ES <major>.<minor>" // followed by optional content provided by the implementation.
With this approach, if you discover that the device supports a higher-level API version, you must destroy the minimum OpenGL ES context and create a new context with the higher available API version.
OpenGL ES 1.0 API version (and the 1.1 extensions), version 2.0, and version 3.0 all provide high performance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics progamming for OpenGL ES 2.0 and 3.0 is largely similar, with version 3.0 representing a superset of the 2.0 API with additional features. Programming for the OpenGL ES 1.0/1.1 API versus OpenGL ES 2.0 and 3.0 differs significantly, and so developers should carefully consider the following factors before starting development with these APIs:
While performance, compatibility, convenience, control and other factors may influence your decision, you should pick an OpenGL API version based on what you think provides the best experience for your users.