Interface TextureSequence
- All Known Subinterfaces:
GLMediaPlayer
- All Known Implementing Classes:
ImageSequence
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
Nested ClassesModifier and TypeInterfaceDescriptionstatic interfaceEvent listener to notify users of updates regarding theTextureSequence.static classTexture holder interface, maybe specialized by implementation to associated related data. -
Field Summary
Fields -
Method Summary
Modifier and TypeMethodDescriptionReturns the last updated texture.getNextTexture(GL gl) Returns the next texture to be rendered.In case a shader extension is required, based on the implementation and the runtime GL profile, this method returns the preprocessor macros, e.g.:intReturns the hash code of the strings:getTextureLookupFragmentShaderImpl()getTextureSampler2DType()Returns the complete texture2D lookup function code of typegetTextureLookupFunctionName(String desiredFuncName) int[]Returns eithersampler2DorsamplerExternalOESdepending ongetLastTexture().getTexture().getTarget().intReturns the texture target used by implementation.intReturn the texture unit used to render the current frame.int[]booleanReturns true if texture source is ready and a texture is available viagetNextTexture(GL)andgetLastTexture().
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Field Details
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samplerExternalOES
- See Also:
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sampler2D
- See Also:
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Method Details
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getTextureTarget
int getTextureTarget()Returns the texture target used by implementation. -
getTextureUnit
int getTextureUnit()Return the texture unit used to render the current frame. -
getTextureMinMagFilter
int[] getTextureMinMagFilter() -
getTextureWrapST
int[] getTextureWrapST() -
isTextureAvailable
boolean isTextureAvailable()Returns true if texture source is ready and a texture is available viagetNextTexture(GL)andgetLastTexture(). -
getLastTexture
Returns the last updated texture.In case the instance is just initialized, it shall return a
Not blocking.TextureFrameobject with valid attributes. The texture content may be undefined until the first call ofgetNextTexture(GL).
- Throws:
IllegalStateException- if instance is not initialized
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getNextTexture
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
nullin case no next or last frame is available.- Throws:
IllegalStateException- if instance is not initialized
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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
- Throws:
IllegalStateException- if instance is not initialized
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getTextureSampler2DType
Returns eithersampler2DorsamplerExternalOESdepending ongetLastTexture().getTexture().getTarget().- Throws:
IllegalStateException- if instance is not initialized
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getTextureLookupFunctionName
- Parameters:
desiredFuncName- desired lookup function name. Ifnullor ignored by the implementation, a build-in name is returned.- Returns:
- the final lookup function name
- Throws:
IllegalStateException- if instance is not initialized
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getTextureLookupFragmentShaderImpl
Returns the complete texture2D lookup function code of typevec4 funcName(in getTextureSampler2DType() image, in vec2 texCoord) { vec4 texColor = do_something_with(image, texCoord); return texColor; }funcName can be negotiated and queried via
Note: This function may return an empty string in case a build-in lookup function is being chosen. If the implementation desires so,getTextureLookupFunctionName(String).getTextureLookupFunctionName(String)will ignore the desired function name and returns the build-in lookup function name.- Throws:
IllegalStateException- if instance is not initialized- See Also:
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getTextureFragmentShaderHashCode
int getTextureFragmentShaderHashCode()Returns the hash code of the strings:Returns zero if
The returned hash code allows selection of a matching shader program for thistexture is not available.TextureSequenceinstance.Implementation shall cache the resulting hash code, which must be reset to zero if
texture is not available.
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