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public interface TextureSequence
Protocol for texture sequences, like animations, movies, etc.
Ensure to respect the texture coordinates provided by
TextureSequence.TextureFrame.getTexture().getImageTexCoords().
TexCubeES2)
static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" };
static final String gl2_prelude = "#version 110\n";
static final String shaderBasename = "texsequence_xxx"; // the base shader code w/o headers
static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function
private void initShader(GL2ES2 gl, TextureSequence texSeq) {
// Create & Compile the shader objects
ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class,
"shader", "shader/bin", shaderBasename, true);
ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class,
"shader", "shader/bin", shaderBasename, true);
// Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ]
int rsFpPos;
if(gl.isGLES2()) {
// insert ES2 version string in beginning
rsVp.insertShaderSource(0, 0, es2_prelude[0]);
rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]);
} else {
// insert GL2 version string in beginning
rsVp.insertShaderSource(0, 0, gl2_prelude);
rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude);
}
// insert required extensions as determined by TextureSequence implementation.
rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub());
if(gl.isGLES2()) {
// insert ES2 default precision declaration
rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]);
}
// negotiate the texture lookup function name
final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName);
// in case a fixed lookup function is being chosen, replace the name in our code
rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName);
// Cache the TextureSequence shader details in StringBuilder:
final StringBuilder sFpIns = new StringBuilder();
// .. declaration of the texture sampler using the implementation specific type
sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n");
// .. the actual texture lookup function, maybe null in case a built-in function is being used
sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl());
// Now insert the TextureShader details in our shader after the given tag:
rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns);
// Create & Link the shader program
ShaderProgram sp = new ShaderProgram();
sp.add(rsVp);
sp.add(rsFp);
if(!sp.link(gl, System.err)) {
throw new GLException("Couldn't link program: "+sp);
}
...
The above procedure might look complicated, however, it allows most flexibility and
workarounds to also deal with GLSL bugs.
| Nested Class Summary | |
|---|---|
static interface |
TextureSequence.TexSeqEventListener<T extends TextureSequence>
Event listener to notify users of updates regarding the TextureSequence. |
static class |
TextureSequence.TextureFrame
Texture holder interface, maybe specialized by implementation to associated related data. |
| Field Summary | |
|---|---|
static String |
sampler2D
|
static String |
samplerExternalOES
|
| Method Summary | |
|---|---|
TextureSequence.TextureFrame |
getLastTexture()
Returns the last updated texture. |
TextureSequence.TextureFrame |
getNextTexture(GL gl)
Returns the next texture to be rendered. |
String |
getRequiredExtensionsShaderStub()
In case a shader extension is required, based on the implementation and the runtime GL profile, this method returns the preprocessor macros, e.g.: |
String |
getTextureLookupFragmentShaderImpl()
Returns the complete texture2D lookup function code of type |
String |
getTextureLookupFunctionName(String desiredFuncName)
|
int[] |
getTextureMinMagFilter()
|
String |
getTextureSampler2DType()
Returns either sampler2D or samplerExternalOES
depending on getLastTexture().getTexture().getTarget(). |
int |
getTextureTarget()
Returns the texture target used by implementation. |
int |
getTextureUnit()
Return the texture unit used to render the current frame. |
int[] |
getTextureWrapST()
|
| Field Detail |
|---|
static final String samplerExternalOES
static final String sampler2D
| Method Detail |
|---|
int getTextureTarget()
int getTextureUnit()
int[] getTextureMinMagFilter()
int[] getTextureWrapST()
TextureSequence.TextureFrame getLastTexture()
throws IllegalStateException
In case the instance is just initialized, it shall return a TextureFrame
object with valid attributes. The texture content may be undefined
until the first call of getNextTexture(GL).
IllegalStateException - if instance is not initialized
TextureSequence.TextureFrame getNextTexture(GL gl)
throws IllegalStateException
Implementation shall return the next frame if available, may block if a next frame may arrive soon. Otherwise implementation shall return the last frame.
Shall return null in case no next or last frame is available.
IllegalStateException - if instance is not initialized
String getRequiredExtensionsShaderStub()
throws IllegalStateException
#extension GL_OES_EGL_image_external : enable
IllegalStateException - if instance is not initialized
String getTextureSampler2DType()
throws IllegalStateException
sampler2D or samplerExternalOES
depending on getLastTexture().getTexture().getTarget().
IllegalStateException - if instance is not initialized
String getTextureLookupFunctionName(String desiredFuncName)
throws IllegalStateException
desiredFuncName - desired lookup function name. If null or ignored by the implementation,
a build-in name is returned.
IllegalStateException - if instance is not initialized#getTextureLookupFragmentShaderImpl()}
String getTextureLookupFragmentShaderImpl()
throws IllegalStateException
vec4 funcName(in getTextureSampler2DType() image, in vec2 texCoord) {
vec4 texColor = do_something_with(image, texCoord);
return texColor;
}
funcName can be negotiated and queried via getTextureLookupFunctionName(String).
getTextureLookupFunctionName(String) will ignore the desired function name
and returns the build-in lookup function name.
IllegalStateException - if instance is not initializedgetTextureLookupFunctionName(String),
getTextureSampler2DType()
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