Example usage for android.opengl GLES20 glFramebufferTexture2D

List of usage examples for android.opengl GLES20 glFramebufferTexture2D

Introduction

In this page you can find the example usage for android.opengl GLES20 glFramebufferTexture2D.

Prototype

public static native void glFramebufferTexture2D(int target, int attachment, int textarget, int texture,
            int level);

Source Link

Usage

From source file:Main.java

public static void bindFrameTexture(int frameBufferId, int textureId) {
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
            textureId, 0);//from   w  ww  .jav a 2s . c om
}

From source file:Main.java

/**
 * Make a given frameBuffer and texture render targets active. Example of setup for rendering to viewport: PheiffGLUtils.bindFrameBuffer(0, -1, -1);
 * <p/>// w w  w  .  j  ava2 s  . c  o  m
 * Example of setup for rendering to a texture: PheiffGLUtils.bindFrameBuffer(frameBufferHandle, colorRenderTextureHandle, depthRenderTextureHandle);
 *
 * @param frameBufferHandle        GL handle to a frame buffer object to use OR 0 for the main framebuffer (viewport)
 * @param colorRenderTextureHandle GL handle to the texture where colors should be rendered or -1 to not use this feature
 * @param depthRenderTextureHandle GL handle to the texture where depth information should be rendered  or -1 to not use this feature
 */
public static void bindFrameBuffer(int frameBufferHandle, int colorRenderTextureHandle,
        int depthRenderTextureHandle) {
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferHandle);
    if (frameBufferHandle != 0) {
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
                colorRenderTextureHandle, 0);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_TEXTURE_2D,
                depthRenderTextureHandle, 0);
    }
}

From source file:eu.sathra.SathraActivity.java

@SuppressLint("WrongCall")
@Override//from  w ww  .j a  v  a2  s  .  com
public void onDrawFrame(GL10 gl) {
    gl.glViewport(0, 0, this.getScreenWidth(), this.getScreenHeight());
    // Update time variables
    mTimeDelta = System.currentTimeMillis() - mLastDrawTimestamp;
    mLastDrawTimestamp = System.currentTimeMillis();
    mTime += mTimeDelta;
    mVirtualTimeDelta = (long) (mTimeDelta * getTimeScale());
    mVirtualTime += mVirtualTimeDelta;

    // Setup defaults
    gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);

    // Clear BG
    float r = (float) Color.red(mParams.bgColor) / 255;
    float g = (float) Color.green(mParams.bgColor) / 255;
    float b = (float) Color.blue(mParams.bgColor) / 255;
    float a = (float) Color.alpha(mParams.bgColor) / 255;
    gl.glClearColor(r, g, b, a);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    GLES20.glBlendEquation(GLES20.GL_FUNC_ADD);

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

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

    // gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);

    mRootNode.onDraw(gl, mVirtualTime, mVirtualTimeDelta);

    // Draw lights and shadows
    gl.glMatrixMode(GL10.GL_TEXTURE);
    gl.glLoadIdentity();
    gl.glScalef(1, -1, 1); // Frame Buffers are upside down
    gl.glMatrixMode(GL10.GL_MODELVIEW);

    CameraNode activeCam = CameraNode.getActiveCamera();

    if (activeCam != null) {
        shad.setPosition(0, 0);// this.getResolutionWidth()/2,
        // this.getResolutionHeight()/2);//activeCam.getAbsoluteX(),
        // activeCam.getAbsoluteY());
    }

    gl.glBlendFunc(GL10.GL_DST_COLOR, GL10.GL_ONE_MINUS_SRC_ALPHA);

    shad.draw(gl);

    gl.glViewport(0, 0, this.getResolutionWidth(), this.getResolutionHeight()); // SDfDSFSDFS
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, buf[0]);
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
            tex[0], 0);

    // Clear shadow
    r = (float) Color.red(mParams.ambientColor) / 255;
    g = (float) Color.green(mParams.ambientColor) / 255;
    b = (float) Color.blue(mParams.ambientColor) / 255;
    a = (float) Color.alpha(mParams.ambientColor) / 255;

    gl.glClearColor(r, g, b, a);
    GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    // TODO: CONCURENT MOD EXCEPTION
    try {
        Dyn4jPhysics.getInstance().getWorld().updatev(mVirtualTimeDelta * MILISECONDS_TO_SECONDS);
    } catch (ConcurrentModificationException e) {

    }

    // if (mIsRunning)
    onUpdate(mVirtualTime, mVirtualTimeDelta);

    // Update fps counter
    mFPS = 1000f / mTimeDelta;

    // mDebugView.postInvalidate();

    // System.gc();
}