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Android example source code file (FrameBufferObjectActivity.java)
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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