コード例 #1
0
  private void setFBO(GL10 glUnused, boolean useBuffer) {
    if (useBuffer) {
      // Bind the framebuffer
      GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);

      // specify texture as color attachment
      GLES20.glFramebufferTexture2D(
          GLES20.GL_FRAMEBUFFER,
          GLES20.GL_COLOR_ATTACHMENT0,
          GLES20.GL_TEXTURE_2D,
          renderTex[0],
          0);
      // attach render buffer as depth buffer
      GLES20.glFramebufferRenderbuffer(
          GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthRb[0]);

      // check status
      int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
      if (status != GLES20.GL_FRAMEBUFFER_COMPLETE)
        Log.e("Selection", "Frame buffer couldn't attach!");

      GLES20.glClearColor(.0f, .0f, .0f, 1.0f);
      GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
    } else {
      GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
    }
  }
コード例 #2
0
ファイル: blp.java プロジェクト: pankajk87/CompSecurity
 public static void a(
     IntBuffer intbuffer, IntBuffer intbuffer1, IntBuffer intbuffer2, int i, int j) {
   intbuffer.position(0);
   GLES20.glGenFramebuffers(1, intbuffer);
   GLES20.glBindFramebuffer(36160, intbuffer.get(0));
   a(i, j, intbuffer2);
   if (GLES20.glCheckFramebufferStatus(36160) != 36053) {
     Log.e("FBO-Helper", "Failure with framebuffer generation");
   }
   GLES20.glBindFramebuffer(36160, 0);
 }
コード例 #3
0
ファイル: FBO.java プロジェクト: weimingtom/ice-glsl
  @Override
  public void attach() {
    if (!isPrepared()) {
      prepare();
    }

    glBindFramebuffer(GL_FRAMEBUFFER, glRes());
  }
コード例 #4
0
 public void beforeDrawFrame() {
   this.mDrawingFrame = true;
   if (this.mFovsChanged || this.mTextureFormatChanged) {
     this.updateTextureAndDistortionMesh();
   }
   GLES20.glGetIntegerv(GLES20.GL_FRAMEBUFFER_BINDING, this.mOriginalFramebufferId);
   GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, this.mFramebufferId);
 }
コード例 #5
0
 private int setupRenderTextureAndRenderbuffer(final int width, final int height) {
   if (this.mTextureId != -1) {
     GLES20.glDeleteTextures(1, new int[] {this.mTextureId}, 0);
   }
   if (this.mRenderbufferId != -1) {
     GLES20.glDeleteRenderbuffers(1, new int[] {this.mRenderbufferId}, 0);
   }
   if (this.mFramebufferId != -1) {
     GLES20.glDeleteFramebuffers(1, new int[] {this.mFramebufferId}, 0);
   }
   this.mTextureId = this.createTexture(width, height, this.mTextureFormat, this.mTextureType);
   this.mTextureFormatChanged = false;
   this.checkGlError("setupRenderTextureAndRenderbuffer: create texture");
   final int[] renderbufferIds = {0};
   GLES20.glGenRenderbuffers(1, renderbufferIds, 0);
   GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderbufferIds[0]);
   GLES20.glRenderbufferStorage(
       GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
   this.mRenderbufferId = renderbufferIds[0];
   this.checkGlError("setupRenderTextureAndRenderbuffer: create renderbuffer");
   final int[] framebufferIds = {0};
   GLES20.glGenFramebuffers(1, framebufferIds, 0);
   GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, framebufferIds[0]);
   this.mFramebufferId = framebufferIds[0];
   GLES20.glFramebufferTexture2D(
       GLES20.GL_FRAMEBUFFER,
       GLES20.GL_COLOR_ATTACHMENT0,
       GLES20.GL_TEXTURE_2D,
       this.mTextureId,
       0);
   GLES20.glFramebufferRenderbuffer(
       GLES20.GL_FRAMEBUFFER,
       GLES20.GL_DEPTH_ATTACHMENT,
       GLES20.GL_RENDERBUFFER,
       renderbufferIds[0]);
   final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
   if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
     final String s = "Framebuffer is not complete: ";
     final String value = String.valueOf(Integer.toHexString(status));
     throw new RuntimeException((value.length() != 0) ? s.concat(value) : new String(s));
   }
   GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
   return framebufferIds[0];
 }
コード例 #6
0
  @Override
  public void onDrawFrame(GL10 glUnused) {

    // PREPARE

    mTexturedRectangle.reset();

    // FETCH AND TRANSFER FRAME TO TEXTURE
    if (mRenderRequest == RenderRequest.ALL || mExternalSurfaceTexture.isTextureUpdateAvailable()) {
      mExternalSurfaceTexture.updateTexture();

      mFramebufferIn.bind();
      mReadExternalTextureShaderProgram.use();
      mReadExternalTextureShaderProgram.setTexture(mExternalSurfaceTexture);
      mTexturedRectangle.draw(mReadExternalTextureShaderProgram);

      mRenderRequest = RenderRequest.EFFECT;
    }

    // MANIPULATE TEXTURE WITH SHADER(S)

    if (mRenderRequest == RenderRequest.EFFECT) {
      if (mEffect != null) {
        mEffect.apply(mFramebufferIn.getTexture(), mFramebufferOut);
      } else {
        mFramebufferOut.bind();
        mDefaultShaderProgram.use();
        mDefaultShaderProgram.setTexture(mFramebufferIn.getTexture());
        mTexturedRectangle.draw(mDefaultShaderProgram);
      }

      mRenderRequest = RenderRequest.GEOMETRY;
    }

    // RENDER TEXTURE TO SCREEN

    if (mRenderRequest == RenderRequest.GEOMETRY) {
      GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); // framebuffer 0 is the screen
      GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
      mTextureToScreenShaderProgram.use();
      mTextureToScreenShaderProgram.setTexture(mFramebufferOut.getTexture());

      mTexturedRectangle.translate(0.0f, 0.0f, -1.0f);
      mTexturedRectangle.calculateMVP(mViewMatrix, mProjectionMatrix);

      mTexturedRectangle.draw(mTextureToScreenShaderProgram);
    }

    // STUFF

    // mFrameRateCalculator.frame();
    mRenderRequest = RenderRequest.DEFAULT;
  }
コード例 #7
0
ファイル: AndroidGL20.java プロジェクト: simensan/playn
 @Override
 public void glBindFramebuffer(int target, int framebuffer) {
   GLES20.glBindFramebuffer(target, framebuffer);
 }
コード例 #8
0
ファイル: FBO.java プロジェクト: weimingtom/ice-glsl
 @Override
 public void detach() {
   glBindFramebuffer(GL_FRAMEBUFFER, 0);
 }
コード例 #9
0
 public void afterDrawFrame() {
   GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, this.mOriginalFramebufferId.array()[0]);
   this.undistortTexture(this.mTextureId);
   this.mDrawingFrame = false;
 }
コード例 #10
0
    private void draw(GlRectDrawer drawer) {
      if (!seenFrame) {
        // No frame received yet - nothing to render.
        return;
      }
      long now = System.nanoTime();

      final boolean isNewFrame;
      synchronized (pendingFrameLock) {
        isNewFrame = (pendingFrame != null);
        if (isNewFrame && startTimeNs == -1) {
          startTimeNs = now;
        }

        if (isNewFrame) {
          if (pendingFrame.yuvFrame) {
            rendererType = RendererType.RENDERER_YUV;
            drawer.uploadYuvData(
                yuvTextures,
                pendingFrame.width,
                pendingFrame.height,
                pendingFrame.yuvStrides,
                pendingFrame.yuvPlanes);
            // The convention in WebRTC is that the first element in a ByteBuffer corresponds to the
            // top-left corner of the image, but in glTexImage2D() the first element corresponds to
            // the bottom-left corner. We correct this discrepancy by setting a vertical flip as
            // sampling matrix.
            final float[] samplingMatrix = RendererCommon.verticalFlipMatrix();
            rotatedSamplingMatrix =
                RendererCommon.rotateTextureMatrix(samplingMatrix, pendingFrame.rotationDegree);
          } else {
            rendererType = RendererType.RENDERER_TEXTURE;
            // External texture rendering. Update texture image to latest and make a deep copy of
            // the external texture.
            // TODO(magjed): Move updateTexImage() to the video source instead.
            final SurfaceTexture surfaceTexture = (SurfaceTexture) pendingFrame.textureObject;
            surfaceTexture.updateTexImage();
            final float[] samplingMatrix = new float[16];
            surfaceTexture.getTransformMatrix(samplingMatrix);
            rotatedSamplingMatrix =
                RendererCommon.rotateTextureMatrix(samplingMatrix, pendingFrame.rotationDegree);

            // Reallocate offscreen texture if necessary.
            textureCopy.setSize(pendingFrame.rotatedWidth(), pendingFrame.rotatedHeight());

            // Bind our offscreen framebuffer.
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, textureCopy.getFrameBufferId());
            GlUtil.checkNoGLES2Error("glBindFramebuffer");

            // Copy the OES texture content. This will also normalize the sampling matrix.
            GLES20.glViewport(0, 0, textureCopy.getWidth(), textureCopy.getHeight());
            drawer.drawOes(pendingFrame.textureId, rotatedSamplingMatrix);
            rotatedSamplingMatrix = RendererCommon.identityMatrix();

            // Restore normal framebuffer.
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
          }
          copyTimeNs += (System.nanoTime() - now);
          VideoRenderer.renderFrameDone(pendingFrame);
          pendingFrame = null;
        }
      }

      // OpenGL defaults to lower left origin - flip vertically.
      GLES20.glViewport(
          displayLayout.left,
          screenHeight - displayLayout.bottom,
          displayLayout.width(),
          displayLayout.height());

      updateLayoutMatrix();
      final float[] texMatrix =
          RendererCommon.multiplyMatrices(rotatedSamplingMatrix, layoutMatrix);
      if (rendererType == RendererType.RENDERER_YUV) {
        drawer.drawYuv(yuvTextures, texMatrix);
      } else {
        drawer.drawRgb(textureCopy.getTextureId(), texMatrix);
      }

      if (isNewFrame) {
        framesRendered++;
        drawTimeNs += (System.nanoTime() - now);
        if ((framesRendered % 300) == 0) {
          logStatistics();
        }
      }
    }