我正在尝试制作动态壁纸。当我在活动中使用相同的代码时,我会产生所需的结果。但如果我使用相同的代码创建动态壁纸,我总是得到黑屏。请帮忙。
主要文件
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.wavingflaglwp"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="8"
android:targetSdkVersion="17" />
<uses-feature
android:name="android.software.live_wallpaper"
android:required="true" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<service
android:name="com.example.wavingflaglwp.FlagWallpaperService"
android:enabled="true"
android:label="Wallpaper Example "
android:permission="android.permission.BIND_WALLPAPER" >
<intent-filter>
<action android:name="android.service.wallpaper.WallpaperService" />
</intent-filter>
<meta-data
android:name="android.service.wallpaper"
android:resource="@xml/wallpaper" />
</service>
<activity
android:name="com.example.wavingflaglwp.WavingFlag"
android:label="@string/app_name" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
FlagWallpaperRenderer.java
public class FlagWallpaperRenderer implements Renderer {
FlagWallpaper flagWall;
private int surfaceWidth;
private int surfaceHeight;
public FlagWallpaperRenderer(Bitmap bitmap) {
Log.d("TAG", "Flag Wall Renderer");
flagWall = new FlagWallpaper(bitmap);
}
@Override
public void onDrawFrame(GL10 gl) {
flagWall.drawFrame(gl, surfaceWidth, surfaceHeight);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
flagWall.initialize(gl, width, height);
this.surfaceWidth = width;
this.surfaceHeight = height;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
flagWall.onCreate(gl);
}
}
FlagWallpaper.java
public class FlagWallpaper {
private static final boolean IS_WIREFRAME_VISIBLE = false;
private static final boolean ISPRINTFPS = true;
private static final int m = 45;
private static final int n = 45;
private static final float hPercent = 0.66f;
private static final float wPercent = 1.0f;
float[][][] points = new float[m][n][3];
int wiggle_count = 0;
float xrot;
float yrot;
float zrot;
float hold;
int[] textures = new int[1];
FloatBuffer mVerticesBuffer;
FloatBuffer mTextureBuffer;
int trianglesInARow = (m - 1) * 2;
int verticesOfTrianglesInARow = (trianglesInARow - 1) + 3;
float mVertices[] = new float[(((n - 1) * verticesOfTrianglesInARow) + (n - 2) * 2) * 3];
float mTextures[] = new float[(((n - 1) * verticesOfTrianglesInARow) + (n - 2) * 2) * 2];
long time, frameTime, fpsTime;
short avgFPS, framerate;
Bitmap mBitmap;
public FlagWallpaper(Bitmap bitmap) {
mBitmap = bitmap;
ByteBuffer vbb = ByteBuffer.allocateDirect(mVertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
mVerticesBuffer = vbb.asFloatBuffer();
ByteBuffer byteBuf = ByteBuffer.allocateDirect(mTextures.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mTextureBuffer = byteBuf.asFloatBuffer();
}
public void drawFrame(GL10 gl, int surfaceWidth, int surfaceHeight) {
int x, y;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glClearColor(0f, 0f, 0f, 0f);
gl.glTranslatef(0.0f, 0.0f, -12.0f);
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
if (IS_WIREFRAME_VISIBLE) {
gl.glColor4f(1f, 1f, 1f, 1f);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3);
if (IS_WIREFRAME_VISIBLE) {
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glLineWidth(1.0f);
gl.glColor4f(1f, 0f, 0f, 1.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVerticesBuffer);
gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, mVertices.length / 3);
gl.glDisable(GL10.GL_BLEND);
gl.glColor4f(1f, 1f, 1f, 1f);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
if (wiggle_count == 2) {
for (y = 0; y < n; y++) {
hold = points[0][y][2];
for (x = 0; x < m - 1; x++) {
points[x][y][2] = points[x + 1][y][2];
}
points[m - 1][y][2] = hold;
}
wiggle_count = 0;
populateVertexBuffer(gl);
}
wiggle_count++;
xrot += 0.3f;
yrot += 0.2f;
zrot += 0.4f;
printFPS();
}
public void onCreate(GL10 gl) {
try {
loadGLTextures(gl);
} catch (IOException e) {
System.out.println("Failed to load Textures, Bailing!");
throw new RuntimeException(e);
}
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0, 0, 0, 0);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
for (int x = 0; x < m; x++) {
for (int y = 0; y < n; y++) {
points[x][y][0] = ((x / 5.0f) - 4.5f) * wPercent;
points[x][y][1] = ((y / 5.0f) - 4.5f) * hPercent;
points[x][y][2] = (float) (Math
.sin((((x / 5.0f) * 40.0f) / 360.0f) * 3.141592654 * 2.0f));
}
}
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_TEXTURE_2D);
populateVertexBuffer(gl);
populateTexBuffer(gl);
}
public void initialize(GL10 gl, int surfaceWidth, int surfaceHeight) {
if (surfaceHeight == 0) {
surfaceHeight = 1;
}
gl.glViewport(0, 0, surfaceWidth, surfaceHeight);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float) surfaceWidth / (float) surfaceHeight, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
private void populateVertexBuffer(GL10 gl) {
int curVIndex = 0;
for (int y = 0; y < n - 1; y++) {
mVertices[curVIndex++] = points[0][y][0];
mVertices[curVIndex++] = points[0][y][1];
mVertices[curVIndex++] = points[0][y][2];
if (y > 0) {
mVertices[curVIndex++] = points[0][y][0];
mVertices[curVIndex++] = points[0][y][1];
mVertices[curVIndex++] = points[0][y][2];
}
for (int x = 0; x < m - 1; x++) {
mVertices[curVIndex++] = points[x][y + 1][0];
mVertices[curVIndex++] = points[x][y + 1][1];
mVertices[curVIndex++] = points[x][y + 1][2];
mVertices[curVIndex++] = points[x + 1][y][0];
mVertices[curVIndex++] = points[x + 1][y][1];
mVertices[curVIndex++] = points[x + 1][y][2];
}
mVertices[curVIndex++] = points[m - 1][y + 1][0];
mVertices[curVIndex++] = points[m - 1][y + 1][1];
mVertices[curVIndex++] = points[m - 1][y + 1][2];
if (y < n - 2) {
mVertices[curVIndex++] = points[m - 1][y + 1][0];
mVertices[curVIndex++] = points[m - 1][y + 1][1];
mVertices[curVIndex++] = points[m - 1][y + 1][2];
}
}
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
mVerticesBuffer.put(mVertices);
mVerticesBuffer.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVerticesBuffer);
}
private void populateTexBuffer(GL10 gl) {
int curTIndex = 0;
float float_x = 0, float_y = 0, float_xb = 0, float_yb = 0;
for (int y = 0; y < n - 1; y++) {
float_y = (float) (y) / (n - 1);
float_y *= hPercent;
float_yb = (float) (y + 1) / (n - 1);
float_yb *= hPercent;
mTextures[curTIndex++] = 0;
mTextures[curTIndex++] = float_y;
if (y > 0) {
mTextures[curTIndex++] = 0;
mTextures[curTIndex++] = float_y;
}
for (int x = 0; x < m - 1; x++) {
float_x = (float) (x) / (m - 1);
float_x *= wPercent;
float_xb = (float) (x + 1) / (m - 1);
float_xb *= wPercent;
mTextures[curTIndex++] = float_x;
mTextures[curTIndex++] = float_yb;
mTextures[curTIndex++] = float_xb;
mTextures[curTIndex++] = float_y;
}
mTextures[curTIndex++] = float_xb;
mTextures[curTIndex++] = float_yb;
if (y < n - 2) {
mTextures[curTIndex++] = float_xb;
mTextures[curTIndex++] = float_yb;
}
}
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
mTextureBuffer.put(mTextures);
mTextureBuffer.position(0);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
}
private void loadGLTextures(GL10 gl) throws IOException {
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
}
private void printFPS() {
if (!ISPRINTFPS) {
return;
}
time = SystemClock.uptimeMillis();
if (time >= (frameTime + 1000.0f)) {
frameTime = time;
avgFPS += framerate;
framerate = 0;
}
if (time >= (fpsTime + 3000.0f)) {
fpsTime = time;
avgFPS /= 3.0f;
Log.d("FPS: ", Float.toString(avgFPS));
avgFPS = 0;
}
framerate++;
}
}
FlagWallpaperService.java
public class FlagWallpaperService extends WallpaperService {
@Override
public Engine onCreateEngine() {
return new FlagWallpaperEngine();
}
private class FlagWallpaperEngine extends Engine {
@Override
public void onSurfaceCreated(SurfaceHolder holder) {
super.onSurfaceCreated(holder);
Log.d("TAG", "Surface created");
GLSurfaceView view = new GLSurfaceView(FlagWallpaperService.this);
Bitmap flagBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.flag);
FlagWallpaperRenderer renderer = new FlagWallpaperRenderer(flagBitmap);
view.setRenderer(renderer);
}
public FlagWallpaperEngine() {
Log.d("TAG", "WS CONTR");
}
}
}
答案 0 :(得分:0)
我建议您查看this project。代码与你的代码非常相似。
有一件事我注意到你的代码中没有可见性变更管理......就像这样:
@Override
public void onVisibilityChanged(boolean visible) {
super.onVisibilityChanged(visible);
if (visible) {
mSurfaceView.onResume();
} else {
mSurfaceView.onPause();
}
}
此外,请记住,当您使用动态壁纸时,可能会同时存在多个引擎。