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.
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Nested Class Summary
Nested ClassesModifier and TypeInterfaceDescriptionstatic interface
Event listener to notify users of updates regarding theTextureSequence
.static class
Texture 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.:int
Returns the hash code of the strings:getTextureLookupFragmentShaderImpl()
getTextureSampler2DType()
Returns the complete texture2D lookup function code of typegetTextureLookupFunctionName
(String desiredFuncName) int[]
Returns eithersampler2D
orsamplerExternalOES
depending ongetLastTexture()
.getTexture()
.getTarget()
.int
Returns the texture target used by implementation.int
Return the texture unit used to render the current frame.int[]
boolean
Returns 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:
-
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.TextureFrame
object with valid attributes. The texture content may be undefined until the first call ofgetNextTexture(GL)
.
- Throws:
IllegalStateException
- if instance is not initialized
-
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
null
in case no next or last frame is available.- Throws:
IllegalStateException
- if instance is not initialized
-
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 eithersampler2D
orsamplerExternalOES
depending ongetLastTexture()
.getTexture()
.getTarget()
.- Throws:
IllegalStateException
- if instance is not initialized
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getTextureLookupFunctionName
- Parameters:
desiredFuncName
- desired lookup function name. Ifnull
or 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
.TextureSequence
instance.Implementation shall cache the resulting hash code, which must be reset to zero if
texture is not available
.
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