50 |
50 |
|
51 |
51 |
private float mX, mY, mFOV;
|
52 |
52 |
|
53 |
|
private int[] texIds = new int[1];
|
54 |
|
private int[] fboIds = new int[1];
|
|
53 |
int[] texIds = new int[1];
|
|
54 |
int[] fboIds = new int[1];
|
55 |
55 |
|
56 |
56 |
private boolean mMarked;
|
57 |
57 |
|
... | ... | |
62 |
62 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
63 |
63 |
// Must be called from a thread holding OpenGL Context
|
64 |
64 |
|
65 |
|
private boolean createFBO()
|
|
65 |
boolean createFBO()
|
66 |
66 |
{
|
67 |
|
GLES20.glGenTextures(1, texIds, 0);
|
68 |
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIds[0]);
|
69 |
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
|
70 |
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
|
71 |
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
|
72 |
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
|
73 |
|
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mWidth, mHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
|
|
67 |
if( texIds[0]==TEXTURE_NOT_CREATED_YET )
|
|
68 |
{
|
|
69 |
GLES20.glGenTextures(1, texIds, 0);
|
|
70 |
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIds[0]);
|
|
71 |
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
|
|
72 |
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
|
|
73 |
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
|
|
74 |
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
|
|
75 |
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, mWidth, mHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
|
74 |
76 |
|
75 |
|
GLES20.glGenFramebuffers(1, fboIds, 0);
|
76 |
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
77 |
|
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texIds[0], 0);
|
|
77 |
GLES20.glGenFramebuffers(1, fboIds, 0);
|
|
78 |
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
|
79 |
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texIds[0], 0);
|
78 |
80 |
|
79 |
|
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
|
|
81 |
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
|
80 |
82 |
|
81 |
|
if(status != GLES20.GL_FRAMEBUFFER_COMPLETE)
|
82 |
|
{
|
83 |
|
android.util.Log.e("DistortedFramebuffer", "failed to create framebuffer, error="+status);
|
84 |
|
GLES20.glDeleteTextures(1, texIds, 0);
|
85 |
|
GLES20.glDeleteFramebuffers(1, fboIds, 0);
|
86 |
|
fboIds[0] = 0;
|
87 |
|
texIds[0] = TEXTURE_FAILED_TO_CREATE;
|
88 |
|
return false;
|
89 |
|
}
|
|
83 |
if(status != GLES20.GL_FRAMEBUFFER_COMPLETE)
|
|
84 |
{
|
|
85 |
android.util.Log.e("DistortedFramebuffer", "failed to create framebuffer, error="+status);
|
|
86 |
GLES20.glDeleteTextures(1, texIds, 0);
|
|
87 |
GLES20.glDeleteFramebuffers(1, fboIds, 0);
|
|
88 |
fboIds[0] = 0;
|
|
89 |
texIds[0] = TEXTURE_FAILED_TO_CREATE;
|
|
90 |
return false;
|
|
91 |
}
|
90 |
92 |
|
91 |
|
mList.add(this);
|
92 |
|
//android.util.Log.e("FBO", "created ("+mWidth+","+mHeight+") "+fboIds[0]);
|
|
93 |
mList.add(this);
|
|
94 |
//android.util.Log.e("FBO", "created ("+mWidth+","+mHeight+") "+fboIds[0]);
|
|
95 |
}
|
93 |
96 |
|
94 |
97 |
return true;
|
95 |
98 |
}
|
... | ... | |
113 |
116 |
mMarked = false;
|
114 |
117 |
}
|
115 |
118 |
|
116 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
117 |
|
// Must be called from a thread holding OpenGL Context
|
118 |
|
|
119 |
|
void setAsOutput()
|
120 |
|
{
|
121 |
|
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO();
|
122 |
|
|
123 |
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboIds[0]);
|
124 |
|
}
|
125 |
|
|
126 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
127 |
|
// Must be called from a thread holding OpenGL Context
|
128 |
|
|
129 |
|
void setAsInput()
|
130 |
|
{
|
131 |
|
if( texIds[0]==TEXTURE_NOT_CREATED_YET ) createFBO();
|
132 |
|
|
133 |
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIds[0]);
|
134 |
|
}
|
135 |
|
|
136 |
119 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
137 |
120 |
|
138 |
121 |
void reset()
|
... | ... | |
180 |
163 |
|
181 |
164 |
static synchronized void onDestroy()
|
182 |
165 |
{
|
|
166 |
// There are issues with this. Namely, if one
|
|
167 |
// 1. creates a DObjectTree (somewhere else than onSurfaceCreated of constructor so it does not get re-created on re-launch)
|
|
168 |
// 2. minimizes the app (here mList would be cleared)
|
|
169 |
// 3. re-launches the app
|
|
170 |
// 4. deletes some nodes
|
|
171 |
// then the underlying Framebuffers will never be deleted!
|
|
172 |
|
183 |
173 |
mListMarked = false;
|
184 |
174 |
mList.clear();
|
185 |
175 |
}
|
Attempt to bring DTexture and DFramebuffer closer together.