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Android example source code file (FrameBufferObjectActivity.java)

This example Android source code file (FrameBufferObjectActivity.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

activity, android, app, application, cube, debug_render_offscreen_onscreen, eglconfig, framebufferobjectactivity, gl10, gl11extensionpack, gl_oes_framebuffer_object, glsurfaceview, graphics, opengl, os, override, renderer, runtimeexception, string, triangle

The FrameBufferObjectActivity.java Android example source code

/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.example.android.apis.graphics;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11ExtensionPack;

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.os.Bundle;
import android.os.SystemClock;

/**
 * Demonstrate the Frame Buffer Object OpenGL ES extension.
 * <p>
 * This sample renders a scene into an offscreen frame buffer, and then
 * uses the resulting image as a texture to render an onscreen scene.
 */
public class FrameBufferObjectActivity extends Activity {
    private GLSurfaceView mGLSurfaceView;

    private class Renderer implements GLSurfaceView.Renderer {
        private boolean mContextSupportsFrameBufferObject;
        private int mTargetTexture;
        private int mFramebuffer;
        private int mFramebufferWidth = 256;
        private int mFramebufferHeight = 256;
        private int mSurfaceWidth;
        private int mSurfaceHeight;

        private Triangle mTriangle;
        private Cube mCube;
        private float mAngle;
        /**
         * Setting this to true will change the behavior  of this sample. It
         * will suppress the normally onscreen rendering, and it will cause the
         * rendering that would normally be done to the offscreen FBO
         * be rendered onscreen instead. This can be helpful in debugging the
         * rendering algorithm.
         */
        private static final boolean DEBUG_RENDER_OFFSCREEN_ONSCREEN = false;

        public void onDrawFrame(GL10 gl) {
            checkGLError(gl);
            if (mContextSupportsFrameBufferObject) {
                GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
                if (DEBUG_RENDER_OFFSCREEN_ONSCREEN) {
                    drawOffscreenImage(gl, mSurfaceWidth, mSurfaceHeight);
                } else {
                    gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFramebuffer);
                    drawOffscreenImage(gl, mFramebufferWidth, mFramebufferHeight);
                    gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
                    drawOnscreen(gl, mSurfaceWidth, mSurfaceHeight);
                }
            } else {
                // Current context doesn't support frame buffer objects.
                // Indicate this by drawing a red background.
                gl.glClearColor(1,0,0,0);
                gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
            }
        }

        public void onSurfaceChanged(GL10 gl, int width, int height) {
            checkGLError(gl);
            mSurfaceWidth = width;
            mSurfaceHeight = height;
            gl.glViewport(0, 0, width, height);
        }

        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            mContextSupportsFrameBufferObject = checkIfContextSupportsFrameBufferObject(gl);
            if (mContextSupportsFrameBufferObject) {
                mTargetTexture = createTargetTexture(gl, mFramebufferWidth, mFramebufferHeight);
                mFramebuffer = createFrameBuffer(gl, mFramebufferWidth, mFramebufferHeight, mTargetTexture);

                mCube = new Cube();
                mTriangle = new Triangle();
            }
        }

        private void drawOnscreen(GL10 gl, int width, int height) {
            gl.glViewport(0, 0, width, height);
            float ratio = (float) width / height;
            gl.glMatrixMode(GL10.GL_PROJECTION);
            gl.glLoadIdentity();
            gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);

            gl.glClearColor(0,0,1,0);
            gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
            gl.glBindTexture(GL10.GL_TEXTURE_2D, mTargetTexture);

            gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
                    GL10.GL_REPLACE);

            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();

            GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

            gl.glActiveTexture(GL10.GL_TEXTURE0);

            long time = SystemClock.uptimeMillis() % 4000L;
            float angle = 0.090f * ((int) time);

            gl.glRotatef(angle, 0, 0, 1.0f);

            mTriangle.draw(gl);

            // Restore default state so the other renderer is not affected.

            gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
            gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        }

        private void drawOffscreenImage(GL10 gl, int width, int height) {
            gl.glViewport(0, 0, width, height);
            float ratio = (float) width / height;
            gl.glMatrixMode(GL10.GL_PROJECTION);
            gl.glLoadIdentity();
            gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);

            gl.glEnable(GL10.GL_CULL_FACE);
            gl.glEnable(GL10.GL_DEPTH_TEST);

            gl.glClearColor(0,0.5f,1,0);
            gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();
            gl.glTranslatef(0, 0, -3.0f);
            gl.glRotatef(mAngle,        0, 1, 0);
            gl.glRotatef(mAngle*0.25f,  1, 0, 0);

            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

            mCube.draw(gl);

            gl.glRotatef(mAngle*2.0f, 0, 1, 1);
            gl.glTranslatef(0.5f, 0.5f, 0.5f);

            mCube.draw(gl);

            mAngle += 1.2f;

            // Restore default state so the other renderer is not affected.

            gl.glDisable(GL10.GL_CULL_FACE);
            gl.glDisable(GL10.GL_DEPTH_TEST);
            gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
            gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        }

        private int createTargetTexture(GL10 gl, int width, int height) {
            int texture;
            int[] textures = new int[1];
            gl.glGenTextures(1, textures, 0);
            texture = textures[0];
            gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
            gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, width, height, 0,
                    GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
            gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
                    GL10.GL_NEAREST);
            gl.glTexParameterf(GL10.GL_TEXTURE_2D,
                    GL10.GL_TEXTURE_MAG_FILTER,
                    GL10.GL_LINEAR);
            gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
                    GL10.GL_REPEAT);
            gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
                    GL10.GL_REPEAT);
;            return texture;
        }

        private int createFrameBuffer(GL10 gl, int width, int height, int targetTextureId) {
            GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
            int framebuffer;
            int[] framebuffers = new int[1];
            gl11ep.glGenFramebuffersOES(1, framebuffers, 0);
            framebuffer = framebuffers[0];
            gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, framebuffer);

            int depthbuffer;
            int[] renderbuffers = new int[1];
            gl11ep.glGenRenderbuffersOES(1, renderbuffers, 0);
            depthbuffer = renderbuffers[0];

            gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);
            gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES,
                    GL11ExtensionPack.GL_DEPTH_COMPONENT16, width, height);
            gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
                    GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES,
                    GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);

            gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
                    GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D,
                    targetTextureId, 0);
            int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
            if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) {
                throw new RuntimeException("Framebuffer is not complete: " +
                        Integer.toHexString(status));
            }
            gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
            return framebuffer;
        }

        private boolean checkIfContextSupportsFrameBufferObject(GL10 gl) {
            return checkIfContextSupportsExtension(gl, "GL_OES_framebuffer_object");
        }

        /**
         * This is not the fastest way to check for an extension, but fine if
         * we are only checking for a few extensions each time a context is created.
         * @param gl
         * @param extension
         * @return true if the extension is present in the current context.
         */
        private boolean checkIfContextSupportsExtension(GL10 gl, String extension) {
            String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " ";
            // The extensions string is padded with spaces between extensions, but not
            // necessarily at the beginning or end. For simplicity, add spaces at the
            // beginning and end of the extensions string and the extension string.
            // This means we can avoid special-case checks for the first or last
            // extension, as well as avoid special-case checks when an extension name
            // is the same as the first part of another extension name.
            return extensions.indexOf(" " + extension + " ") >= 0;
        }
    }

    static void checkGLError(GL gl) {
        int error = ((GL10) gl).glGetError();
        if (error != GL10.GL_NO_ERROR) {
            throw new RuntimeException("GLError 0x" + Integer.toHexString(error));
        }
    }

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // Create our surface view and set it as the content of our
        // Activity
        mGLSurfaceView = new GLSurfaceView(this);
        mGLSurfaceView.setRenderer(new Renderer());
        setContentView(mGLSurfaceView);
    }

    @Override
    protected void onResume() {
        // Ideally a game should implement onResume() and onPause()
        // to take appropriate action when the activity looses focus
        super.onResume();
        mGLSurfaceView.onResume();
    }

    @Override
    protected void onPause() {
        // Ideally a game should implement onResume() and onPause()
        // to take appropriate action when the activity looses focus
        super.onPause();
        mGLSurfaceView.onPause();
    }
}

Other Android examples (source code examples)

Here is a short list of links related to this Android FrameBufferObjectActivity.java source code file:

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