public interface TextureSequence
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.
Modifier and Type | Interface and Description |
---|---|
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.
|
Modifier and Type | Field and Description |
---|---|
static String |
sampler2D |
static String |
samplerExternalOES |
Modifier and Type | Method and Description |
---|---|
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.:
|
int |
getTextureFragmentShaderHashCode()
Returns the hash code of the strings:
getTextureLookupFragmentShaderImpl()
getTextureSampler2DType()
|
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() |
boolean |
isTextureAvailable()
Returns true if texture source is ready and a texture is available
via
getNextTexture(GL) and getLastTexture() . |
static final String samplerExternalOES
static final String sampler2D
int getTextureTarget()
int getTextureUnit()
int[] getTextureMinMagFilter()
int[] getTextureWrapST()
boolean isTextureAvailable()
getNextTexture(GL)
and getLastTexture()
.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 initializedTextureSequence.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 initializedString getRequiredExtensionsShaderStub() throws IllegalStateException
#extension GL_OES_EGL_image_external : enable
IllegalStateException
- if instance is not initializedString getTextureSampler2DType() throws IllegalStateException
sampler2D
or samplerExternalOES
depending on getLastTexture()
.getTexture()
.getTarget()
.IllegalStateException
- if instance is not initializedString 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()
int getTextureFragmentShaderHashCode()
Returns zero if texture is not available
.
TextureSequence
instance.
Implementation shall cache the resulting hash code,
which must be reset to zero if texture is not available
.
Copyright 2010 JogAmp Community.