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+/*
+ * 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;
+ private boolean mDebugOffscreenRenderer = false;
+
+ public void onDrawFrame(GL10 gl) {
+ checkGLError(gl);
+ if (mContextSupportsFrameBufferObject) {
+ GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
+ if (mDebugOffscreenRenderer) {
+ 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 to make it easy to find an
+ // extension.
+ 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();
+ }
+}