| page.title=OpenGL ES |
| page.tags="games" |
| @jd:body |
| |
| <div id="qv-wrapper"> |
| <div id="qv"> |
| <h2>In this document</h2> |
| |
| <ol> |
| <li><a href="#basics">The Basics</a> |
| <ol> |
| <li><a href="#packages">OpenGL ES packages</a></li> |
| </ol> |
| <li><a href="#manifest">Declaring OpenGL Requirements</a></li> |
| <li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a> |
| <ol> |
| <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li> |
| <li><a href="#proj-es2">Projection and camera in ES 2.0 and higher</a></li> |
| </ol> |
| </li> |
| <li><a href="#faces-winding">Shape Faces and Winding</a></li> |
| <li><a href="#compatibility">OpenGL Versions and Device Compatibility</a> |
| <ol> |
| <li><a href="#textures">Texture compression support</a></li> |
| <li><a href="#gl-extension-query">Determining OpenGL extensions</a></li> |
| <li><a href="#version-check">Checking OpenGL ES Version</a></li> |
| </ol> |
| </li> |
| <li><a href="#choosing-version">Choosing an OpenGL API Version</a></li> |
| </ol> |
| <h2>Key classes</h2> |
| <ol> |
| <li>{@link android.opengl.GLSurfaceView}</li> |
| <li>{@link android.opengl.GLSurfaceView.Renderer}</li> |
| </ol> |
| <h2>Related samples</h2> |
| <ol> |
| <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li> |
| <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.html">GLES20Activity</a></li> |
| <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity.html">TouchRotateActivity</a></li> |
| <li><a |
| href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/CompressedTextureActivity.html">Compressed Textures</a></li> |
| </ol> |
| <h2>See also</h2> |
| <ol> |
| <li><a href="{@docRoot}training/graphics/opengl/index.html"> |
| Displaying Graphics with OpenGL ES</a></li> |
| <li><a href="http://www.khronos.org/opengles/">OpenGL ES</a></li> |
| <li><a href="http://www.khronos.org/opengles/1_X/">OpenGL ES 1.x Specification</a></li> |
| <li><a href="http://www.khronos.org/opengles/2_X/">OpenGL ES 2.x specification</a></li> |
| <li><a href="http://www.khronos.org/opengles/3_X/">OpenGL ES 3.x specification</a></li> |
| </ol> |
| </div> |
| </div> |
| |
| <p>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:</p> |
| |
| <ul> |
| <li>OpenGL ES 1.0 and 1.1 - This API specification is supported by Android 1.0 and higher.</li> |
| <li>OpenGL ES 2.0 - This API specification is supported by Android 2.2 (API level 8) and higher. |
| </li> |
| <li>OpenGL ES 3.0 - This API specification is supported by Android 4.3 (API level 18) and higher. |
| </li> |
| </ul> |
| |
| <p class="caution"><strong>Caution:</strong> |
| 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 <em>may |
| not support</em> the OpenGL ES 3.0 API. For information on checking what version of OpenGL ES |
| is supported at run time, see <a href="#version-check">Checking OpenGL ES Version</a>. |
| </p> |
| |
| <p class="note"><strong>Note:</strong> |
| 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.</p> |
| |
| |
| |
| <h2 id="basics">The Basics</h2> |
| |
| <p>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 <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>. |
| |
| <p>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. |
| </p> |
| |
| <dl> |
| <dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt> |
| <dd>This class is a {@link android.view.View} where you can draw and manipulate objects using |
| OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use |
| this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your |
| {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture |
| touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to |
| implement the touch listeners, as shown in OpenGL training lesson, |
| <a href="{@docRoot}training/graphics/opengl/touch.html">Responding to Touch Events</a>.</dd> |
| |
| <dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt> |
| <dd>This interface defines the methods required for drawing graphics in a {@link |
| android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a |
| separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using |
| {@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer) |
| GLSurfaceView.setRenderer()}. |
| |
| <p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the |
| following methods:</p> |
| <ul> |
| <li> |
| {@link |
| android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, |
| javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()}: The system calls this |
| method once, when creating the {@link android.opengl.GLSurfaceView}. Use this method to perform |
| actions that need to happen only once, such as setting OpenGL environment parameters or |
| initializing OpenGL graphic objects. |
| </li> |
| <li> |
| {@link |
| android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) |
| onDrawFrame()}: The system calls this method on each redraw of the {@link |
| android.opengl.GLSurfaceView}. Use this method as the primary execution point for |
| drawing (and re-drawing) graphic objects.</li> |
| <li> |
| {@link |
| android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, |
| int, int) onSurfaceChanged()}: The system calls this method when the {@link |
| android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link |
| android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls |
| this method when the device changes from portrait to landscape orientation. Use this method to |
| respond to changes in the {@link android.opengl.GLSurfaceView} container. |
| </li> |
| </ul> |
| </dd> |
| </dl> |
| |
| <h3 id="packages">OpenGL ES packages</h3> |
| <p>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:</p> |
| |
| <ul> |
| <li>OpenGL ES 1.0/1.1 API Packages |
| <ul> |
| <li>{@link android.opengl} - This package provides a static interface to the OpenGL ES |
| 1.0/1.1 classes and better performance than the {@code javax.microedition.khronos} package |
| interfaces. |
| <ul> |
| <li>{@link android.opengl.GLES10}</li> |
| <li>{@link android.opengl.GLES10Ext}</li> |
| <li>{@link android.opengl.GLES11}</li> |
| <li>{@link android.opengl.GLES11Ext}</li> |
| </ul> |
| </li> |
| <li>{@link javax.microedition.khronos.opengles} - This package provides the standard |
| implementation of OpenGL ES 1.0/1.1. |
| <ul> |
| <li>{@link javax.microedition.khronos.opengles.GL10}</li> |
| <li>{@link javax.microedition.khronos.opengles.GL10Ext}</li> |
| <li>{@link javax.microedition.khronos.opengles.GL11}</li> |
| <li>{@link javax.microedition.khronos.opengles.GL11Ext}</li> |
| <li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li> |
| </ul> |
| </li> |
| </ul> |
| </li> |
| <li>OpenGL ES 2.0 API Class |
| <ul> |
| <li>{@link android.opengl.GLES20 android.opengl.GLES20} - This package provides the |
| interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API level 8).</li> |
| </ul> |
| </li> |
| <li>OpenGL ES 3.0 API Class |
| <ul> |
| <li>{@link android.opengl.GLES30 android.opengl.GLES30} - This package provides the |
| interface to OpenGL ES 3.0 and is available starting with Android 4.3 (API level 18).</li> |
| </ul> |
| </li> |
| </ul> |
| |
| <p>If you want to start building an app with OpenGL ES right away, follow the |
| <a href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> |
| class. |
| </p> |
| |
| <h2 id="manifest">Declaring OpenGL Requirements</h2> |
| <p>If your application uses OpenGL features that are not available on all devices, you must include |
| these requirements in your <a |
| href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a> file. |
| Here are the most common OpenGL manifest declarations:</p> |
| |
| <ul> |
| <li><strong>OpenGL ES version requirements</strong> - If your application only supports OpenGL ES |
| 2.0, you must declare that requirement by adding the following settings to your manifest as |
| shown below. |
| |
| <pre> |
| <!-- Tell the system this app requires OpenGL ES 2.0. --> |
| <uses-feature android:glEsVersion="0x00020000" android:required="true" /> |
| </pre> |
| |
| <p>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:</p> |
| |
| <pre> |
| <!-- Tell the system this app requires OpenGL ES 3.0. --> |
| <uses-feature android:glEsVersion="0x00030000" android:required="true" /> |
| </pre> |
| |
| <p class="note"><strong>Note:</strong> |
| The OpenGL ES 3.0 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 3.0 API at run time and then use OpenGL ES 3.0 features if the |
| device supports it. For more information about checking the OpenGL ES version supported by a |
| device, see <a href="#version-check">Checking OpenGL ES Version</a>. |
| </p> |
| |
| </li> |
| <li><strong>Texture compression requirements</strong> - If your application uses texture |
| compression formats, you must declare the formats your application supports in your manifest file |
| using <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code |
| <supports-gl-texture>}</a>. For more information about available texture compression |
| formats, see <a href="#textures">Texture compression support</a>. |
| |
| <p>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 <a |
| href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering"> |
| Google Play and texture compression filtering</a> section of the {@code |
| <supports-gl-texture>} documentation.</p> |
| </li> |
| </ul> |
| |
| |
| <h2 id="coordinate-mapping">Mapping Coordinates for Drawn Objects</h2> |
| |
| <p>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.</p> |
| |
| <img src="{@docRoot}images/opengl/coordinates.png"> |
| <p class="img-caption"> |
| <strong>Figure 1.</strong> Default OpenGL coordinate system (left) mapped to a typical Android |
| device screen (right). |
| </p> |
| |
| <p>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.</p> |
| |
| <p>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.</p> |
| |
| |
| <h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3> |
| <p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then |
| adding them to the OpenGL environment.</p> |
| |
| <ol> |
| <li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the |
| device screen in order to recalculate object coordinates so they are drawn with correct proportions. |
| The following example code demonstrates how to modify the {@link |
| android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, |
| int, int) onSurfaceChanged()} method of a {@link android.opengl.GLSurfaceView.Renderer} |
| implementation to create a projection matrix based on the screen's aspect ratio and apply it to the |
| OpenGL rendering environment. |
| |
| <pre> |
| 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 |
| } |
| </pre> |
| </li> |
| |
| <li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system |
| using a projection matrix, you must also apply a camera view. The following example code shows how |
| to modify the {@link |
| android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) |
| onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} |
| implementation to apply a model view and use the |
| {@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float, |
| float, float, float, float, float, float) GLU.gluLookAt()} utility to create a viewing tranformation |
| which simulates a camera position. |
| |
| <pre> |
| 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); |
| ... |
| } |
| </pre> |
| </li> |
| </ol> |
| |
| |
| <h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0 and higher</h3> |
| |
| <p>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.</p> |
| |
| <ol> |
| <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix |
| and include it as a multiplier of the shader's position. In the following example vertex shader |
| code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing |
| matrices to the coordinates of objects that use this shader. |
| |
| <pre> |
| 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"; |
| </pre> |
| <p class="note"><strong>Note:</strong> 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.</p> |
| </li> |
| <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to |
| apply projection and camera view, you can then access that variable to apply projection and |
| camera viewing matrices. The following code shows how to modify the {@link |
| android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, |
| javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} method of a {@link |
| android.opengl.GLSurfaceView.Renderer} implementation to access the matrix |
| variable defined in the vertex shader above. |
| |
| <pre> |
| public void onSurfaceCreated(GL10 unused, EGLConfig config) { |
| ... |
| muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); |
| ... |
| } |
| </pre> |
| </li> |
| <li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and |
| viewing matrices to be applied the graphic objects. The following example code shows how to modify |
| the {@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated onSurfaceCreated()} and |
| {@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged onSurfaceChanged()} methods of a |
| {@link android.opengl.GLSurfaceView.Renderer} implementation to create camera view matrix and a |
| projection matrix based on the screen aspect ratio of the device. |
| |
| <pre> |
| 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); |
| } |
| </pre> |
| </li> |
| |
| <li><strong>Apply projection and camera viewing matrices</strong> - To apply the projection and |
| camera view transformations, multiply the matrices together and then set them into the vertex |
| shader. The following example code shows how modify the {@link |
| android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) |
| onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to combine |
| the projection matrix and camera view created in the code above and then apply it to the graphic |
| objects to be rendered by OpenGL. |
| |
| <pre> |
| 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 |
| ... |
| } |
| </pre> |
| </li> |
| </ol> |
| <p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a |
| href="{@docRoot}training/graphics/opengl/index.html">Displaying Graphics with OpenGL ES</a> class.</p> |
| |
| |
| <h2 id="faces-winding">Shape Faces and Winding</h2> |
| |
| <p>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.</p> |
| |
| <img src="{@docRoot}images/opengl/ccw-winding.png"> |
| <p class="img-caption"> |
| <strong>Figure 1.</strong> Illustration of a coordinate list which translates into a |
| counterclockwise drawing order.</p> |
| |
| <p>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.</p> |
| |
| <p>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:</p> |
| |
| <pre> |
| // enable face culling feature |
| gl.glEnable(GL10.GL_CULL_FACE); |
| // specify which faces to not draw |
| gl.glCullFace(GL10.GL_BACK); |
| </pre> |
| |
| <p>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.</p> |
| |
| <p class="note"><strong>Note:</strong> 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.</p> |
| |
| |
| <h2 id="compatibility">OpenGL Versions and Device Compatibility</h2> |
| |
| <p>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 |
| <a href="{@docRoot}about/dashboards/index.html#OpenGL">OpenGL ES Version Dashboard</a>.</p> |
| |
| <p>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 |
| <a href="#choosing-version">Choosing an OpenGL API Version</a>.</p> |
| |
| <p>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 |
| <a href="#version-check">Checking OpenGL ES Version</a></p> |
| |
| |
| <h3 id="textures">Texture compression support</h3> |
| |
| <p>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/}).</p> |
| |
| <p class="caution"><strong>Caution:</strong> 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.</p> |
| |
| <p class="note"><b>Note:</b> 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.</p> |
| |
| <p>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).</p> |
| |
| <p>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 <a |
| href="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>, |
| which identify what texture compression formats (and other OpenGL features) are supported by the |
| device. Some commonly supported texture compression formats are as follows:</p> |
| |
| <ul> |
| <li><strong>ATITC (ATC)</strong> - ATI texture compression (ATITC or ATC) is available on a |
| wide variety of devices and supports fixed rate compression for RGB textures with and without |
| an alpha channel. This format may be represented by several OpenGL extension names, for example: |
| <ul> |
| <li>{@code GL_AMD_compressed_ATC_texture}</li> |
| <li>{@code GL_ATI_texture_compression_atitc}</li> |
| </ul> |
| </li> |
| <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide |
| variety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel. |
| This format is represented by the following OpenGL extension name: |
| <ul> |
| <li>{@code GL_IMG_texture_compression_pvrtc}</li> |
| </ul> |
| </li> |
| <li><strong>S3TC (DXT<em>n</em>/DXTC)</strong> - S3 texture compression (S3TC) has several |
| format variations (DXT1 to DXT5) and is less widely available. The format supports RGB textures with |
| 4-bit alpha or 8-bit alpha channels. This format may be represented by several OpenGL extension |
| names, for example: |
| <ul> |
| <li>{@code GL_OES_texture_compression_S3TC}</li> |
| <li>{@code GL_EXT_texture_compression_s3tc}</li> |
| <li>{@code GL_EXT_texture_compression_dxt1}</li> |
| <li>{@code GL_EXT_texture_compression_dxt3}</li> |
| <li>{@code GL_EXT_texture_compression_dxt5}</li> |
| </ul> |
| </li> |
| <li><strong>3DC</strong> - 3DC texture compression (3DC) is a less widely available format that |
| supports RGB textures with an alpha channel. This format is represented by the following OpenGL |
| extension name: |
| <ul> |
| <li>{@code GL_AMD_compressed_3DC_texture}</li> |
| </ul> |
| </li> |
| </ul> |
| |
| <p class="warning"><strong>Warning:</strong> These texture compression formats are <em>not |
| supported</em> 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. |
| </p> |
| |
| <p class="note"><strong>Note:</strong> Once you decide which texture compression formats your |
| application will support, make sure you declare them in your manifest using <a |
| href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture> |
| </a>. 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 |
| <a |
| href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p> |
| |
| |
| <h3 id="gl-extension-query">Determining OpenGL extensions</h3> |
| <p>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.</p> |
| |
| <p>To determine what texture compression formats, and other OpenGL extensions, are supported on a |
| particular device:</p> |
| <ol> |
| <li>Run the following code on your target devices to determine what texture compression |
| formats are supported: |
| <pre> |
| String extensions = javax.microedition.khronos.opengles.GL10.glGetString( |
| GL10.GL_EXTENSIONS); |
| </pre> |
| <p class="warning"><b>Warning:</b> The results of this call <em>vary by device model!</em> You |
| must run this call on several target devices to determine what compression types are commonly |
| supported.</p> |
| </li> |
| <li>Review the output of this method to determine what OpenGL extensions are supported on the |
| device.</li> |
| </ol> |
| |
| |
| <h3 id="version-check">Checking OpenGL ES Version</h3> |
| |
| <p>There are several versions of the OpenGL ES available on Android devices. You can specify the |
| minimum version of the API your application requires in your <a href="#manifest">manifest</a>, 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.</p> |
| |
| <p>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:</p> |
| |
| <ol> |
| <li>Attempt create the higher-level OpenGL ES context ({@link android.opengl.EGLContext}) and |
| check the result.</li> |
| <li>Create a minimum-supported OpenGL ES context and check the version value.</li> |
| </ol> |
| |
| <p>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:</p> |
| |
| <pre> |
| 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; |
| } |
| } |
| </pre> |
| |
| <p>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.</p> |
| |
| <p>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:</p> |
| |
| <pre> |
| // 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. |
| </pre> |
| |
| <p>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.</p> |
| |
| |
| <h2 id="choosing-version">Choosing an OpenGL API Version</h2> |
| |
| <p>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:</p> |
| |
| <ul> |
| <li><strong>Performance</strong> - In general, OpenGL ES 2.0 and 3.0 provide faster graphics |
| performance than the ES 1.0/1.1 APIs. However, the performance difference can vary depending on |
| the Android device your OpenGL application is running on, due to differences in hardware |
| manufacturer's implementation of the OpenGL ES graphics pipeline.</li> |
| <li><strong>Device Compatibility</strong> - Developers should consider the types of devices, |
| Android versions and the OpenGL ES versions available to their customers. For more information |
| on OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and |
| Device Compatibility</a> section.</li> |
| <li><strong>Coding Convenience</strong> - The OpenGL ES 1.0/1.1 API provides a fixed function |
| pipeline and convenience functions which are not available in the OpenGL ES 2.0 or 3.0 APIs. |
| Developers who are new to OpenGL ES may find coding for version 1.0/1.1 faster and more |
| convenient.</li> |
| <li><strong>Graphics Control</strong> - The OpenGL ES 2.0 and 3.0 APIs provide a higher degree |
| of control by providing a fully programmable pipeline through the use of shaders. With more |
| direct control of the graphics processing pipeline, developers can create effects that would be |
| very difficult to generate using the 1.0/1.1 API.</li> |
| <li><strong>Texture Support</strong> - The OpenGL ES 3.0 API has the best support for texture |
| compression because it guarantees availability of the ETC2 compression format, which supports |
| transparency. The 1.x and 2.0 API implementations usually include support for ETC1, however |
| this texture format does not support transparency and so you must typically provide resources |
| in other compression formats supported by the devices you are targeting. For more information, |
| see <a href="#textures">Texture compression support</a>.</li> |
| </ul> |
| |
| <p>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.</p> |
| |