問題描述
我想從另一個類傳遞我的渲染器一些值.在渲染器計算完這些值之后,我在一個助手類中有一個互斥鎖,它應該告訴我渲染器已經完成了計算,所以我可以繼續使用這些新值.我可以毫無問題地將值傳遞給渲染器,但我不知道如何取回它們.我目前使用一些靜態變量,但是在渲染器更改它們之后,它們似乎丟失了.他們在我的其他班級不可見.示例:
I want to pass my renderer some values from another class. After the renderer has calculated the values, I have a mutex in a helper class that should tell me that the renderer has finished calculating so I can continue with these new values. I can pass the renderer the values without problems, but I can't figure out how to get them back. I currently use some static variables, but after they are changed by the renderer, they seem to get lost. They aren't visible in my other class. Example:
一個類
public class View extends SurfaceView{
private void doSomething(){
glSurfaceView.queueEvent(new Runnable() {
@Override
public void run() {
//..
renderer.calculate(stack);
}
});
}
private void doAnotherThing(){
//Never happens:
if(Helper.hasCalculated){
/...
}
}
}
在我的渲染器中:
public class MyRenderer implements GLSurfaceView.Renderer{
private void calculate(Stack stack){
Helper.hasCalculated = true
}
}
我的助手類:
public class Helper{
public static volatile boolean hasCalculated = false;
}
hasCalculated 在渲染器中絕對設置為 true,但我的其他班級總是將其視為 false.知道為什么嗎?我最好的猜測是這是因為它在另一個線程中,但我將如何解決這個問題?如果有更清潔、更安全的方法,我會很高興聽到他的意見.
hasCalculated is definitely set to true in the renderer, but my other class always sees it as false. Any idea why? My best guess is that it's because its in another thread, but how would I solve that? If there is a cleaner and safer approach, I'd be happy to hear him.
推薦答案
你可以在你的活動中保持你的渲染器作為一個變量(不要只是這樣做 mGLView.setRenderer(new MyRenderer());
就像很多人一樣,而是 MyRenderer myRenderer = new MyRenderer(); mGLView.setRenderer(myRenderer);
).然后,您可以通過方法調用輕松地與您的渲染器進行通信.然后問題就歸結為跨線程通信.我在下面放了兩個例子,一個是非 UI 線程、GL 線程和主 UI 線程之間的通信.第二個例子只是用于GL線程和UI線程之間的通信
You can keep hold of your renderer as a variable in your activity (don't just do mGLView.setRenderer(new MyRenderer());
as a lot of people do, but rather MyRenderer myRenderer = new MyRenderer(); mGLView.setRenderer(myRenderer);
). Then you can communicate with your renderer easily through method calls. The problem then just comes down to cross-thread communication. I've put two examples below, one with communication between a non-UI thread, the GL thread and the main UI thread. The second example is just for communication between the GL thread and UI thread
public class Test3D extends Activity{
private MyRenderer renderer; // keep hold of the renderer as a variable in activity
private MyAsyncTask gameLoop;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
myRenderer = new MyRenderer(); // create the renderer object
GLSurfaceView mGLView = (GLSurfaceView)findViewById(R.id.glsurfaceview1);
mGLView.setEGLConfigChooser(true);
mGLView.setRenderer(myRenderer); // set the surfaceView to use the renderer
gameLoop = new MyAsyncTask();
gameLoop.execute(); // start a new, non-UI, thread to do something
}
/// non-UI thread (inner class of my Test3D activity)
class MyAsyncTask extends AsyncTask<Void, Void, Void>{
@Override
protected Void doInBackground(Void... arg0) {
myRenderer.startCalc(); // tell renderer to start calculation
while(!myRenderer.isFinishedCalc()){
// waiting for calc to finish, but not blocking UI thread
try {
long x = 1000;
Thread.sleep(x);
// sleep the thread for x amount of time to save cpu cycles
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
publishProgress(null);
// when calculation has finished, we will drop out of the loop
// and update the UI
}
protected void onProgressUpdate(Void... progress) {
// update UI
}
}
}
然后在渲染器中
public class MyRenderer implements Renderer{
private boolean startCalc = false;
private boolean finishCalc = false;
public void startCalc(){
finishCalc = false;
startCalc = true;
}
public boolean isFinishedCalc(){
return finishCalc;
}
public void onDraw(GL10 gl){
if(startCalc){
// do calculation using GL handle
// always performed in the GL thread
finishCalc = true;
startCalc = false;
}
// draw
}
}
我在上面的渲染器示例中使用了標志,但是如果你想告訴渲染器加載這個模型數組",將它變成一個隊列會相當簡單.由于您必須使用 GL 句柄在 GL 線程中加載模型(或至少是紋理),因此您可以讓其他類和線程執行您的邏輯,并且只在 GL 線程中完成 GL 的工作
I've used flags in the renderer example above, but it would be fairly simple to turn that into a queue, if, say, you wanted to tell the renderer "load this array of models". Since you have to load the models (or at least textures) in the GL thread using the GL handle, you can have other classes and threads do your logic and have just the GL stuff done in the GL thread
<小時>
或者,如果您只想在計算完成后更新 UI 線程,而不是與任何其他線程交互:
Alternatively, if you just want to update the UI thread after your calculation is done, rather than interact with any other threads:
public class MyRenderer implements Renderer{
private Handler handler = null;
public static final int CALC_FINISHED = 1;
public void startCalc(Handler handler){
this.handler = handler;
}
public void onDraw(GL10 gl){
if(handler!=null){
// do calculation using GL handle
int flag = MyRenderer.CALC_FINISHED;
handler.dispatchMessage(Message.obtain(handler, flag));
// adds a message to the UI thread's message queue
handler = null;
}
// draw
}
}
然后從任何地方:
myRenderer.startCalc(new Handler(){
public void handleMessage (Message msg){
if(msg.what==MyRenderer.CALC_FINISHED){
// Update UI
// this code will always be executed in the UI thread
}
}
});
這篇關于使用 queueEvent() 在渲染器和另一個類之間傳遞變量的文章就介紹到這了,希望我們推薦的答案對大家有所幫助,也希望大家多多支持html5模板網!