コード例 #1
0
  public void onDrawFrame(GL10 gl10, boolean fpsTimeElapsed) {
    GL11 gl = (GL11) gl10;

    updateWithDelta(1.0f / MAXIMUM_UPDATE_RATE);

    synchronized (transforms) {
      if (fpsTimeElapsed) {
        onTransform();
      }
    }
    sourcePosition.x = x;
    sourcePosition.y = y;

    gl.glMatrixMode(GL11.GL_MODELVIEW);
    gl.glLoadIdentity();

    gl.glEnableClientState(GL11.GL_COLOR_ARRAY);

    // unbind all buffers
    gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBindTexture(GL11.GL_TEXTURE_2D, 0);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesID[0]);

    // Using glBufferSubData means that a copy is done from the quads array to the buffer rather
    // than recreating the buffer which
    // would be an allocation and copy. The copy also only takes over the number of live particles.
    // This provides a nice performance
    // boost.
    quadsBuffer.put(quads);
    quadsBuffer.position(0);

    gl.glBufferSubData(GL11.GL_ARRAY_BUFFER, 0, 128 * particleIndex, quadsBuffer);

    // Configure the vertex pointer which will use the currently bound VBO for its data
    gl.glVertexPointer(2, GL11.GL_FLOAT, 32, 0);
    gl.glColorPointer(4, GL11.GL_FLOAT, 32, (4 * 4));
    gl.glTexCoordPointer(2, GL11.GL_FLOAT, 32, (4 * 2));

    if (hasTexture) {
      gl.glEnable(GL11.GL_TEXTURE_2D);
      gl.glBindTexture(GL11.GL_TEXTURE_2D, getTexture().getTextureId());
    }

    gl.glBlendFunc(srcBlendFactor, dstBlendFactor);

    gl.glDrawElements(GL11.GL_TRIANGLES, particleIndex * 6, GL11.GL_UNSIGNED_SHORT, indicesBuffer);

    gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);

    gl.glDisableClientState(GL11.GL_COLOR_ARRAY);
  }
コード例 #2
0
 private boolean bindTexture(BasicTexture texture) {
   if (!texture.onBind(this)) return false;
   int target = texture.getTarget();
   mGLState.setTextureTarget(target);
   mGL.glBindTexture(target, texture.getId());
   return true;
 }
コード例 #3
0
ファイル: BitmapTexture.java プロジェクト: hrk/CameraDCIM
  private void uploadToGL(GL11 gl) throws GLOutOfMemoryException {
    Bitmap bitmap = getBitmap();
    int glError = GL11.GL_NO_ERROR;
    if (bitmap != null) {
      int[] textureId = new int[1];
      try {
        // Define a vertically flipped crop rectangle for
        // OES_draw_texture.
        int width = bitmap.getWidth();
        int height = bitmap.getHeight();
        int[] cropRect = {0, height, width, -height};

        // Upload the bitmap to a new texture.
        gl.glGenTextures(1, textureId, 0);
        gl.glBindTexture(GL11.GL_TEXTURE_2D, textureId[0]);
        gl.glTexParameteriv(GL11.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, cropRect, 0);
        gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP_TO_EDGE);
        gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP_TO_EDGE);
        gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

        int widthExt = Util.nextPowerOf2(width);
        int heightExt = Util.nextPowerOf2(height);
        int format = GLUtils.getInternalFormat(bitmap);
        int type = GLUtils.getType(bitmap);

        mTextureWidth = widthExt;
        mTextureHeight = heightExt;
        gl.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, widthExt, heightExt, 0, format, type, null);
        GLUtils.texSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, bitmap, format, type);
      } finally {
        freeBitmap(bitmap);
      }
      if (glError == GL11.GL_OUT_OF_MEMORY) {
        throw new GLOutOfMemoryException();
      }
      if (glError != GL11.GL_NO_ERROR) {
        mId = 0;
        mState = STATE_UNLOADED;
        throw new RuntimeException("Texture upload fail, glError " + glError);
      } else {
        // Update texture state.
        mGL = gl;
        mId = textureId[0];
        mState = BitmapTexture.STATE_LOADED;
      }
    } else {
      mState = STATE_ERROR;
      throw new RuntimeException("Texture load fail, no bitmap");
    }
  }
コード例 #4
0
 public synchronized void draw(GL11 gl) {
   super.draw(gl);
   if (fontIndexCount > 0) {
     gl.glBindTexture(GL11.GL_TEXTURE_2D, mFont.id);
     gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, mTextureBuffer);
     gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mVertexBuffer);
     gl.glColorPointer(4, GL11.GL_FIXED, 0, mColorBuffer);
     mIndexBuffer.position(indStart);
     mColorBuffer.position(colorStart);
     mVertexBuffer.position(vertStart);
     mTextureBuffer.position(texStart);
     gl.glDrawElements(GL11.GL_TRIANGLES, fontIndexCount, GL11.GL_UNSIGNED_SHORT, mIndexBuffer);
   }
 }
コード例 #5
0
ファイル: BitmapTexture.java プロジェクト: hrk/CameraDCIM
 @Override
 protected boolean bind(GLRootView root, GL11 gl) {
   if (mState == BitmapTexture.STATE_UNLOADED || mGL != gl) {
     mState = BitmapTexture.STATE_UNLOADED;
     try {
       uploadToGL(gl);
     } catch (GLOutOfMemoryException e) {
       root.handleLowMemory();
       return false;
     }
   } else {
     gl.glBindTexture(GL11.GL_TEXTURE_2D, getId());
   }
   return true;
 }
コード例 #6
0
ファイル: GLRootView.java プロジェクト: hrk/CameraDCIM
  public void copyTexture2D(RawTexture texture, int x, int y, int width, int height)
      throws GLOutOfMemoryException {
    Matrix matrix = mTransformation.getMatrix();
    matrix.getValues(mMatrixValues);

    if (isMatrixRotatedOrFlipped(mMatrixValues)) {
      throw new IllegalArgumentException("cannot support rotated matrix");
    }
    float points[] = mapPoints(matrix, x, y + height, x + width, y);
    x = (int) points[0];
    y = (int) points[1];
    width = (int) points[2] - x;
    height = (int) points[3] - y;

    GL11 gl = mGL;
    int newWidth = Util.nextPowerOf2(width);
    int newHeight = Util.nextPowerOf2(height);
    int glError = GL11.GL_NO_ERROR;

    gl.glBindTexture(GL11.GL_TEXTURE_2D, texture.getId());

    int[] cropRect = {0, 0, width, height};
    gl.glTexParameteriv(GL11.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, cropRect, 0);
    gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP_TO_EDGE);
    gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP_TO_EDGE);
    gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    gl.glCopyTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, x, y, newWidth, newHeight, 0);
    glError = gl.glGetError();

    if (glError == GL11.GL_OUT_OF_MEMORY) {
      throw new GLOutOfMemoryException();
    }

    if (glError != GL11.GL_NO_ERROR) {
      throw new RuntimeException("Texture copy fail, glError " + glError);
    }

    texture.setSize(width, height);
    texture.setTextureSize(newWidth, newHeight);
  }
コード例 #7
0
  @Override
  protected void onDraw(Canvas canvas) {
    GL11 gl = (GL11) context.getGL();
    int w = getWidth();
    int h = getHeight();

    context.waitNative(canvas, this);

    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glViewport(0, 0, w, h);
    GLU.gluPerspective(gl, 45.0f, ((float) w) / h, 1f, 100f);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0);
    gl.glTranslatef(0, 0, -10);
    gl.glRotatef(30.0f, 1, 0, 0);
    // gl.glRotatef(40.0f, 0, 1, 0);

    gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices[frame_ix]);
    gl.glNormalPointer(GL10.GL_FIXED, 0, normals);
    gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords);
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    // gl.glColor4f(1,0,0,1);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
    // gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
    gl.glDrawElements(GL10.GL_TRIANGLES, verts, GL10.GL_UNSIGNED_SHORT, indices);

    frame_ix = (frame_ix + 1) % m.getFrameCount();
    context.waitGL();
  }