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Para desenhar objetos e sprites no jogo, você precisará configurar as variáveis
de tela, superfície e contexto, configurar a renderização no loop do jogo e
desenhar cada cena e objeto.
Há duas maneiras de desenhar imagens na tela para um jogo em C ou C++, ou seja, com o
OpenGL ES ou
o Vulkan.
O OpenGL ES faz parte da especificação da Biblioteca
Open Graphics (OpenGL®) (link em inglês) destinada
a dispositivos móveis, como o Android. Saiba como configurar o OpenGL ES
para seu jogo neste tópico.
Você precisará de tela,
superfície,
contexto e
configuração para renderizar o jogo. Adicione as
seguintes variáveis do OpenGL ES ao arquivo principal do seu mecanismo de jogo:
boolNativeEngine::InitDisplay(){if(mEglDisplay!=EGL_NO_DISPLAY){returntrue;}mEglDisplay=eglGetDisplay(EGL_DEFAULT_DISPLAY);if(EGL_FALSE==eglInitialize(mEglDisplay,0,0)){LOGE("NativeEngine: failed to init display, error %d",eglGetError());returnfalse;}returntrue;}
A superfície pode ser um buffer fora da tela (pbuffer) alocado pelo EGL ou uma
janela alocada pelo SO Android. Inicialize esta superfície:
boolNativeEngine::InitSurface(){ASSERT(mEglDisplay!=EGL_NO_DISPLAY);if(mEglSurface!=EGL_NO_SURFACE){returntrue;}EGLintnumConfigs;constEGLintattribs[]={EGL_RENDERABLE_TYPE,EGL_OPENGL_ES2_BIT,// request OpenGL ES 2.0EGL_SURFACE_TYPE,EGL_WINDOW_BIT,EGL_BLUE_SIZE,8,EGL_GREEN_SIZE,8,EGL_RED_SIZE,8,EGL_DEPTH_SIZE,16,EGL_NONE};// Pick the first EGLConfig that matches.eglChooseConfig(mEglDisplay,attribs,&mEglConfig,1,&numConfigs);mEglSurface=eglCreateWindowSurface(mEglDisplay,mEglConfig,mApp->window,NULL);if(mEglSurface==EGL_NO_SURFACE){LOGE("Failed to create EGL surface, EGL error %d",eglGetError());returnfalse;}returntrue;}
Inicialize o contexto de renderização. Este exemplo cria um contexto do
OpenGL ES 2.0:
boolNativeEngine::InitContext(){ASSERT(mEglDisplay!=EGL_NO_DISPLAY);if(mEglContext!=EGL_NO_CONTEXT){returntrue;}// OpenGL ES 2.0EGLintattribList[]={EGL_CONTEXT_CLIENT_VERSION,2,EGL_NONE};mEglContext=eglCreateContext(mEglDisplay,mEglConfig,NULL,attribList);if(mEglContext==EGL_NO_CONTEXT){LOGE("Failed to create EGL context, EGL error %d",eglGetError());returnfalse;}returntrue;}
Defina as configurações do OpenGL ES antes de desenhar. Este exemplo é executado
no início de cada frame. Ele ativa testes de profundidade, define a cor clara como
preto e limpa os buffers de cor e profundidade.
atualizar a lógica do jogo e a interface do usuário;
renderizar um frame para a tela.
Para renderizar um frame para a tela, o método DoFrame é chamado
indefinidamente no loop de jogo:
voidNativeEngine::GameLoop(){// Loop indefinitely.while(1){intevents;structandroid_poll_source*source;// If not animating, block until we get an event.while((ALooper_pollAll(IsAnimating()?0:-1,NULL,&events,(void**)&source))>=0){// Process events....}// Render a frame.if(IsAnimating()){DoFrame();}}}
No método DoFrame, consulte as dimensões de superfície atuais, solicite
SceneManager para renderizar um frame e troque os buffers de exibição.
voidNativeEngine::DoFrame(){...// Query the current surface dimension.intwidth,height;eglQuerySurface(mEglDisplay,mEglSurface,EGL_WIDTH,&width);eglQuerySurface(mEglDisplay,mEglSurface,EGL_HEIGHT,&height);// Handle dimension changes.SceneManager*mgr=SceneManager::GetInstance();if(width!=mSurfWidth||height!=mSurfHeight){mSurfWidth=width;mSurfHeight=height;mgr->SetScreenSize(mSurfWidth,mSurfHeight);glViewport(0,0,mSurfWidth,mSurfHeight);}...// Render scenes and objects.mgr->DoFrame();// Swap buffers.if(EGL_FALSE==eglSwapBuffers(mEglDisplay,mEglSurface)){HandleEglError(eglGetError());}}
Renderizar cenas e objetos
O loop de jogo processa uma hierarquia de cenas e objetos visíveis para renderização.
No exemplo Endless Tunnel, um SceneManager monitora várias cenas,
com apenas uma cena ativa por vez. Neste exemplo, a cena atual é
renderizada:
Dependendo do jogo, uma cena pode conter segundo plano, texto, sprites e
objetos de jogo. Renderize-os na ordem adequada para o jogo. Este exemplo
renderiza o segundo plano, o texto e os widgets:
voidUiScene::DoFrame(){// clear screenglClearColor(0.0f,0.0f,0.0f,1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glDisable(GL_DEPTH_TEST);RenderBackground();// Render the "Please Wait" sign and do nothing elseif(mWaitScreen){SceneManager*mgr=SceneManager::GetInstance();mTextRenderer->SetFontScale(WAIT_SIGN_SCALE);mTextRenderer->SetColor(1.0f,1.0f,1.0f);mTextRenderer->RenderText(S_PLEASE_WAIT,mgr->GetScreenAspect()*0.5f,0.5f);glEnable(GL_DEPTH_TEST);return;}// Render all the widgets.for(inti=0;i < mWidgetCount;++i){mWidgets[i]->Render(mTrivialShader,mTextRenderer,mShapeRenderer,(mFocusWidget < 0)?UiWidget::FOCUS_NOT_APPLICABLE:(mFocusWidget==i)?UiWidget::FOCUS_YES:UiWidget::FOCUS_NO,tf);}glEnable(GL_DEPTH_TEST);}
Recursos
Leia o seguinte para saber mais sobre o OpenGL ES e o Vulkan:
Entenda os loops de jogo do Android: saiba como ajustar o ritmo de
frames, enfileirar buffers, processar callbacks VSYNC e gerenciar linhas de execução.
O conteúdo e os exemplos de código nesta página estão sujeitos às licenças descritas na Licença de conteúdo. Java e OpenJDK são marcas registradas da Oracle e/ou suas afiliadas.
Última atualização 2025-07-27 UTC.
[null,null,["Última atualização 2025-07-27 UTC."],[],[],null,["# Configure graphics with OpenGL ES\n\nTo draw objects and sprites in your game, you will need to configure the\ndisplay, surface and context variables, set up rendering in your game loop, and\ndraw each scene and object.\n\nThere are two ways to draw images to the screen for a C or C++ game, namely with\n[OpenGL ES](/develop/ui/views/graphics/opengl/about-opengl), or\n[Vulkan](/ndk/guides/graphics/getting-started).\n\n- [OpenGL ES](/develop/ui/views/graphics/opengl/about-opengl) is part of the [Open Graphics\n Library (OpenGL®)](https://www.khronos.org/opengles/) specification\n intended for mobile devices such as Android. Learn how to configure OpenGL ES\n for your game in this topic.\n\n- If you use Vulkan for your game, read the\n [Getting started with Vulkan](/ndk/guides/graphics/getting-started)\n guide.\n\n| **Note:** The code in this topic is based on the [Endless Tunnel](https://github.com/android/ndk-samples/tree/master/endless-tunnel) sample, where details may differ for your game. Understand and adapt these concepts for your specific use case.\n\nBefore you get started\n----------------------\n\nIf you haven't already done so,\n[set up a GameActivity object](/games/agdk/game-activity) in your\nAndroid project.\n\nSet up OpenGL ES variables\n--------------------------\n\n1. You will need a [display](/reference/android/opengl/EGLDisplay),\n [surface](/reference/android/opengl/EGLSurface),\n [context](/reference/android/opengl/EGLContext), and\n [config](/reference/android/opengl/EGLConfig) to render your game. Add the\n following OpenGL ES variables to your game engine's header file:\n\n class NativeEngine {\n //...\n private:\n EGLDisplay mEglDisplay;\n EGLSurface mEglSurface;\n EGLContext mEglContext;\n EGLConfig mEglConfig;\n\n bool mHasFocus, mIsVisible, mHasWindow;\n bool mHasGLObjects;\n bool mIsFirstFrame;\n\n int mSurfWidth, mSurfHeight;\n }\n\n2. In the constructor for your game engine, initialize the default values for\n the variables.\n\n NativeEngine::NativeEngine(struct android_app *app) {\n //...\n mEglDisplay = EGL_NO_DISPLAY;\n mEglSurface = EGL_NO_SURFACE;\n mEglContext = EGL_NO_CONTEXT;\n mEglConfig = 0;\n\n mHasFocus = mIsVisible = mHasWindow = false;\n mHasGLObjects = false;\n mIsFirstFrame = true;\n\n mSurfWidth = mSurfHeight = 0;\n }\n\n3. Initialize the display to render.\n\n bool NativeEngine::InitDisplay() {\n if (mEglDisplay != EGL_NO_DISPLAY) {\n return true;\n }\n\n mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);\n if (EGL_FALSE == eglInitialize(mEglDisplay, 0, 0)) {\n LOGE(\"NativeEngine: failed to init display, error %d\", eglGetError());\n return false;\n }\n return true;\n }\n\n4. The surface can be an off-screen buffer (pbuffer) allocated by EGL, or a\n window allocated by the Android OS. Initialize this surface:\n\n bool NativeEngine::InitSurface() {\n ASSERT(mEglDisplay != EGL_NO_DISPLAY);\n if (mEglSurface != EGL_NO_SURFACE) {\n return true;\n }\n\n EGLint numConfigs;\n const EGLint attribs[] = {\n EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // request OpenGL ES 2.0\n EGL_SURFACE_TYPE, EGL_WINDOW_BIT,\n EGL_BLUE_SIZE, 8,\n EGL_GREEN_SIZE, 8,\n EGL_RED_SIZE, 8,\n EGL_DEPTH_SIZE, 16,\n EGL_NONE\n };\n\n // Pick the first EGLConfig that matches.\n eglChooseConfig(mEglDisplay, attribs, &mEglConfig, 1, &numConfigs);\n mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig, mApp-\u003ewindow,\n NULL);\n if (mEglSurface == EGL_NO_SURFACE) {\n LOGE(\"Failed to create EGL surface, EGL error %d\", eglGetError());\n return false;\n }\n return true;\n }\n\n5. Initialize the rendering context. This example creates an\n [OpenGL ES 2.0](/reference/android/opengl/GLES20) context:\n\n bool NativeEngine::InitContext() {\n ASSERT(mEglDisplay != EGL_NO_DISPLAY);\n if (mEglContext != EGL_NO_CONTEXT) {\n return true;\n }\n\n // OpenGL ES 2.0\n EGLint attribList[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };\n mEglContext = eglCreateContext(mEglDisplay, mEglConfig, NULL, attribList);\n if (mEglContext == EGL_NO_CONTEXT) {\n LOGE(\"Failed to create EGL context, EGL error %d\", eglGetError());\n return false;\n }\n return true;\n }\n\n6. Configure your OpenGL ES settings before drawing. This example is executed at\n the beginning of every frame. It enables depth testing, sets the clear color to\n black, and clears the color and depth buffers.\n\n void NativeEngine::ConfigureOpenGL() {\n glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\n glEnable(GL_DEPTH_TEST);\n glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);\n }\n\nRender with the game loop\n-------------------------\n\n1. The game loop renders a frame and repeats indefinitely until the user quits.\n Between frames, your game may:\n\n - [Process events](/games/agdk/game-activity/get-started#handle-events) such as\n input, [audio output](/games/sdk/oboe), and networking events.\n\n - Update the game logic and user interface.\n\n - Render a frame to the display.\n\n To render a frame to the display, the `DoFrame` method is called\n indefinitely in the game loop: \n\n void NativeEngine::GameLoop() {\n // Loop indefinitely.\n while (1) {\n int events;\n struct android_poll_source* source;\n\n // If not animating, block until we get an event.\n while ((ALooper_pollAll(IsAnimating() ? 0 : -1, NULL, &events,\n (void **) &source)) \u003e= 0) {\n // Process events.\n ...\n }\n\n // Render a frame.\n if (IsAnimating()) {\n DoFrame();\n }\n }\n }\n\n2. In the `DoFrame` method, query the current surface dimensions, request\n `SceneManager` to render a frame, and swap the display buffers.\n\n void NativeEngine::DoFrame() {\n ...\n // Query the current surface dimension.\n int width, height;\n eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &width);\n eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &height);\n\n // Handle dimension changes.\n SceneManager *mgr = SceneManager::GetInstance();\n if (width != mSurfWidth || height != mSurfHeight) {\n mSurfWidth = width;\n mSurfHeight = height;\n mgr-\u003eSetScreenSize(mSurfWidth, mSurfHeight);\n glViewport(0, 0, mSurfWidth, mSurfHeight);\n }\n ...\n // Render scenes and objects.\n mgr-\u003eDoFrame();\n\n // Swap buffers.\n if (EGL_FALSE == eglSwapBuffers(mEglDisplay, mEglSurface)) {\n HandleEglError(eglGetError());\n }\n }\n\nRender scenes and objects\n-------------------------\n\n1. The game loop processes a hierarchy of visible scenes and objects to render.\n In the Endless Tunnel example, a `SceneManager` keeps track of multiple scenes,\n with only one scene active at a time. In this example, the current scene is\n rendered:\n\n void SceneManager::DoFrame() {\n if (mSceneToInstall) {\n InstallScene(mSceneToInstall);\n mSceneToInstall = NULL;\n }\n\n if (mHasGraphics && mCurScene) {\n mCurScene-\u003eDoFrame();\n }\n }\n\n2. Depending on your game, a scene may contain background, text, sprites and\n game objects. Render them in the order suitable for your game. This example\n renders the background, text, and widgets:\n\n void UiScene::DoFrame() {\n // clear screen\n glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\n glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\n glDisable(GL_DEPTH_TEST);\n\n RenderBackground();\n\n // Render the \"Please Wait\" sign and do nothing else\n if (mWaitScreen) {\n SceneManager *mgr = SceneManager::GetInstance();\n mTextRenderer-\u003eSetFontScale(WAIT_SIGN_SCALE);\n mTextRenderer-\u003eSetColor(1.0f, 1.0f, 1.0f);\n mTextRenderer-\u003eRenderText(S_PLEASE_WAIT, mgr-\u003eGetScreenAspect() * 0.5f,\n 0.5f);\n glEnable(GL_DEPTH_TEST);\n return;\n }\n\n // Render all the widgets.\n for (int i = 0; i \u003c mWidgetCount; ++i) {\n mWidgets[i]-\u003eRender(mTrivialShader, mTextRenderer, mShapeRenderer,\n (mFocusWidget \u003c 0) ? UiWidget::FOCUS_NOT_APPLICABLE :\n (mFocusWidget == i) ? UiWidget::FOCUS_YES : UiWidget::FOCUS_NO,tf);\n }\n glEnable(GL_DEPTH_TEST);\n }\n\nResources\n---------\n\nRead the following for more information about OpenGL ES and Vulkan:\n\n- [OpenGL ES](/develop/ui/views/graphics/opengl/about-opengl) - Images and graphics in Android.\n\n- [OpenGL ES](https://source.android.com/devices/graphics/arch-egl-opengl) -\n Overview in Android Source.\n\n- [Vulkan](/ndk/guides/graphics/getting-started) - Getting started in NDK.\n\n- [Vulkan](https://source.android.com/devices/graphics/arch-vulkan) - Overview\n in Android Source.\n\n- [Understand Android game loops](/games/develop/gameloops) - learn to pace\n frames, queue buffers, handle VSYNC callbacks, and manage threads."]]