Ensure to respect the texture coordinates provided by
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.
| Modifier and Type | Class and Description |
|---|---|
| public static interface | TextureSequence.
Event listener to notify users of updates regarding the |
| public static class | TextureSequence.
Texture holder interface, maybe specialized by implementation to associated related data. |
| Modifier and Type | Field and Description |
|---|---|
| public static final String | |
| public static final String |
| Modifier and Type | Method and Description |
|---|---|
| public TextureSequence. | |
| public TextureSequence. | |
| public 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.: #extension GL_OES_EGL_image_external : enable |
| public int | |
| public String | getTextureLookupFragmentShaderImpl()
Returns the complete texture2D lookup function code of type
vec4 funcName(in getTextureSampler2DType() image, in vec2 texCoord) {
vec4 texColor = do_something_with(image, texCoord);
return texColor;
}
|
| public String | Returns: the final lookup function namedesired lookup function name. If desiredFuncName)null or ignored by the implementation,
a build-in name is returned.
|
| public int[] | |
| public String | getTextureSampler2DType()
Returns either |
| public int | |
| public int | |
| public int[] | |
| public boolean | isTextureAvailable()
Returns true if texture source is ready and a texture is available
via |
| sampler2D | back to summary |
|---|---|
| public static final String sampler2D | |
| samplerExternalOES | back to summary |
|---|---|
| public static final String samplerExternalOES | |
| getLastTexture | back to summary |
|---|---|
| public TextureSequence. Returns the last updated texture.
In case the instance is just initialized, it shall return a
| |
| getNextTexture | back to summary |
|---|---|
| public TextureSequence. Returns the next texture to be rendered. 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
| |
| getRequiredExtensionsShaderStub | back to summary |
|---|---|
| public String getRequiredExtensionsShaderStub() throws IllegalStateException In case a shader extension is required, based on the implementation and the runtime GL profile, this method returns the preprocessor macros, e.g.: #extension GL_OES_EGL_image_external : enable
| |
| getTextureFragmentShaderHashCode | back to summary |
|---|---|
| public int getTextureFragmentShaderHashCode() Returns the hash code of the strings:
Returns zero if TextureSequence instance.
Implementation shall cache the resulting hash code,
which must be reset to zero if | |
| getTextureLookupFragmentShaderImpl | back to summary |
|---|---|
| public String getTextureLookupFragmentShaderImpl() throws IllegalStateException Returns the complete texture2D lookup function code of type
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) will ignore the desired function name
and returns the build-in lookup function name.
| |
| getTextureLookupFunctionName | back to summary |
|---|---|
public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException
| |
| getTextureMinMagFilter | back to summary |
|---|---|
| public int[] getTextureMinMagFilter() | |
| getTextureSampler2DType | back to summary |
|---|---|
| public String getTextureSampler2DType() throws IllegalStateException Returns either
| |
| getTextureTarget | back to summary |
|---|---|
| public int getTextureTarget() Returns the texture target used by implementation. | |
| getTextureUnit | back to summary |
|---|---|
| public int getTextureUnit() Return the texture unit used to render the current frame. | |
| getTextureWrapST | back to summary |
|---|---|
| public int[] getTextureWrapST() | |
| isTextureAvailable | back to summary |
|---|---|
| public boolean isTextureAvailable() Returns true if texture source is ready and a texture is available
via | |
TextureSequence.
Implementations sending events down to all listeners, while not necessarily making the user's OpenGL context current.
Events may be sent from a 3rd-party thread, possibly holding another, maybe shared, OpenGL context current.
Hence a user shall not issue any OpenGL, time consuming
or TextureSequence operations directly.
Instead, the user shall:
TextureSequence commands on another thread, orGLRunnable objects via GLAutoDrawable#invoke(boolean, GLRunnable), orGLEventListener implementation.| Modifier and Type | Method and Description |
|---|---|
| public void | newFrameAvailable(T
the event source ts, TextureSequence.the newly enqueued frame newFrame,system time in msec. when)Signaling listeners that a new |
| newFrameAvailable | back to summary |
|---|---|
| public void newFrameAvailable(T ts, TextureSequence. Signaling listeners that a new
User shall utilize
| |
| Modifier and Type | Field and Description |
|---|---|
| protected final Texture |
| Access | Constructor and Description |
|---|---|
| public | |
| public |
| Modifier and Type | Method and Description |
|---|---|
| public final Texture | |
| public String | toString()
Overrides com. |
| texture | back to summary |
|---|---|
| protected final Texture texture | |
| TextureFrame | back to summary |
|---|---|
| public TextureFrame(final Texture t, final int pts, final int duration) | |
| TextureFrame | back to summary |
|---|---|
| public TextureFrame(final Texture t) | |
| getTexture | back to summary |
|---|---|
| public final Texture getTexture() | |
| toString | back to summary |
|---|---|
| public String toString() Overrides com. Doc from java. Returns a string representation of the object. | |