本文整理汇总了Java中android.opengl.GLES20.glBindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glBindFramebuffer方法的具体用法?Java GLES20.glBindFramebuffer怎么用?Java GLES20.glBindFramebuffer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glBindFramebuffer方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public int onDrawFrame(final int textureId) {
if (mFrameBuffers == null || mFrameBufferTextures == null) {
return OpenGLUtils.NOT_INIT;
}
int size = mFilters.size();
int previousTexture = textureId;
for (int i = 0; i < size; i++) {
GPUImageFilter filter = mFilters.get(i);
boolean isNotLast = i < size - 1;
if (isNotLast) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[i]);
GLES20.glClearColor(0, 0, 0, 0);
filter.onDrawFrame(previousTexture, mGLCubeBuffer, mGLTextureBuffer);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
previousTexture = mFrameBufferTextures[i];
}else{
filter.onDrawFrame(previousTexture, mGLCubeBuffer, mGLTextureBuffer);
}
}
return OpenGLUtils.ON_DRAWN;
}
示例2: initFrameBuffer
import android.opengl.GLES20; //导入方法依赖的package包/类
public void initFrameBuffer(int width, int height) {
mWidth = width;
mHeight = height;
deleteFrameBuffer();
int[] frameBuffers = new int[1];
GLES20.glGenFramebuffers(1, frameBuffers, 0);
mFrameBuffer = frameBuffers[0];
int[] frameBufferTextures = new int[1];
GLES20.glGenTextures(1, frameBufferTextures, 0);
mFrameBufferTexture = frameBufferTextures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFrameBufferTexture);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffer);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mFrameBufferTexture, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
示例3: createFrameBuffer
import android.opengl.GLES20; //导入方法依赖的package包/类
public void createFrameBuffer(int width, int height, int[] frameBuffer, int[] frameBufferTexture, int frameBufferSize) {
for (int i = 0; i < frameBufferSize; i++) {
GLES20.glGenTextures(1, frameBufferTexture, i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTexture[i]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glGenFramebuffers(1, frameBuffer, i);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer[i]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, frameBufferTexture[i], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
}
示例4: initFBO
import android.opengl.GLES20; //导入方法依赖的package包/类
private void initFBO(int width, int height)
{
Log.d(LOGTAG, "initFBO("+width+"x"+height+")");
deleteFBO();
GLES20.glGenTextures(1, texDraw, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texDraw[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLES20.glGenTextures(1, texFBO, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texFBO[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
//int hFBO;
GLES20.glGenFramebuffers(1, FBO, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, FBO[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texFBO[0], 0);
Log.d(LOGTAG, "initFBO error status: " + GLES20.glGetError());
int FBOstatus = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (FBOstatus != GLES20.GL_FRAMEBUFFER_COMPLETE)
Log.e(LOGTAG, "initFBO failed, status: " + FBOstatus);
mFBOWidth = width;
mFBOHeight = height;
}
示例5: drawTex
import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawTex(int tex, boolean isOES, int fbo)
{
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo);
if(fbo == 0)
GLES20.glViewport(0, 0, mView.getWidth(), mView.getHeight());
else
GLES20.glViewport(0, 0, mFBOWidth, mFBOHeight);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
if(isOES) {
GLES20.glUseProgram(progOES);
GLES20.glVertexAttribPointer(vPosOES, 2, GLES20.GL_FLOAT, false, 4*2, vert);
GLES20.glVertexAttribPointer(vTCOES, 2, GLES20.GL_FLOAT, false, 4*2, texOES);
} else {
GLES20.glUseProgram(prog2D);
GLES20.glVertexAttribPointer(vPos2D, 2, GLES20.GL_FLOAT, false, 4*2, vert);
GLES20.glVertexAttribPointer(vTC2D, 2, GLES20.GL_FLOAT, false, 4*2, tex2D);
}
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
if(isOES) {
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex);
GLES20.glUniform1i(GLES20.glGetUniformLocation(progOES, "sTexture"), 0);
} else {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex);
GLES20.glUniform1i(GLES20.glGetUniformLocation(prog2D, "sTexture"), 0);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glFlush();
}
示例6: deleteFBO
import android.opengl.GLES20; //导入方法依赖的package包/类
private void deleteFBO()
{
Log.d(LOGTAG, "deleteFBO("+mFBOWidth+"x"+mFBOHeight+")");
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glDeleteFramebuffers(1, FBO, 0);
deleteTex(texFBO);
deleteTex(texDraw);
mFBOWidth = mFBOHeight = 0;
}
示例7: onDraw
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override public void onDraw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex,
int vertexCount, int coordsPerVertex, int vertexStride, float[] texMatrix,
FloatBuffer texBuffer, int textureId, int texStride) {
// TODO
int size = mFilters.size();
int previousTextureId = textureId;
for (int i = 0; i < size; i++) {
T filter = mFilters.get(i);
boolean isNotLast = i < size - 1;
if (isNotLast) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[i]);
GLES20.glClearColor(0, 0, 0, 0);
}
if (i == 0) {
filter.onDraw(mvpMatrix, vertexBuffer, firstVertex, vertexCount, coordsPerVertex,
vertexStride, texMatrix, texBuffer, previousTextureId, texStride);
} else if (i == size - 1) {
filter.onDraw(mvpMatrix, mDrawable2d.getVertexArray(), firstVertex, vertexCount,
coordsPerVertex, vertexStride, texMatrix,
(size % 2 == 0) ? mDrawableFlipVertical2d.getTexCoordArray()
: mDrawable2d.getTexCoordArray(), previousTextureId, texStride);
} else {
filter.onDraw(mvpMatrix, mDrawable2d.getVertexArray(), firstVertex, vertexCount,
coordsPerVertex, vertexStride, texMatrix, mDrawable2d.getTexCoordArray(),
previousTextureId, texStride);
}
if (isNotLast) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
previousTextureId = mFrameBufferTextures[i];
}
}
}
示例8: update
import android.opengl.GLES20; //导入方法依赖的package包/类
private void update(RectF bounds, Runnable action) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, getReusableFramebuffer());
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, getTexture(), 0);
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status == GLES20.GL_FRAMEBUFFER_COMPLETE) {
GLES20.glViewport(0, 0, (int) size.width, (int) size.height);
action.run();
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
if (!isSuppressingChanges() && delegate != null) {
delegate.contentChanged(bounds);
}
}
示例9: drawEnhancePass
import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawEnhancePass() {
if (!hsvGenerated) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, renderFrameBuffer[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture[0], 0);
GLES20.glClear(0);
GLES20.glUseProgram(rgbToHsvShaderProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[1]);
GLES20.glUniform1i(rgbToHsvSourceImageHandle, 0);
GLES20.glEnableVertexAttribArray(rgbToHsvInputTexCoordHandle);
GLES20.glVertexAttribPointer(rgbToHsvInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(rgbToHsvPositionHandle);
GLES20.glVertexAttribPointer(rgbToHsvPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
ByteBuffer hsvBuffer = ByteBuffer.allocateDirect(renderBufferWidth * renderBufferHeight * 4);
GLES20.glReadPixels(0, 0, renderBufferWidth, renderBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, hsvBuffer);
GLES20.glBindTexture(GL10.GL_TEXTURE_2D, enhanceTextures[0]);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, hsvBuffer);
ByteBuffer buffer = null;
try {
buffer = ByteBuffer.allocateDirect(PGPhotoEnhanceSegments * PGPhotoEnhanceSegments * PGPhotoEnhanceHistogramBins * 4);
Utilities.calcCDT(hsvBuffer, renderBufferWidth, renderBufferHeight, buffer);
} catch (Exception e) {
FileLog.e("tmessages", e);
}
GLES20.glBindTexture(GL10.GL_TEXTURE_2D, enhanceTextures[1]);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 256, 16, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
hsvGenerated = true;
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, renderFrameBuffer[1]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture[1], 0);
GLES20.glClear(0);
GLES20.glUseProgram(enhanceShaderProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, enhanceTextures[0]);
GLES20.glUniform1i(enhanceSourceImageHandle, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, enhanceTextures[1]);
GLES20.glUniform1i(enhanceInputImageTexture2Handle, 1);
if (showOriginal) {
GLES20.glUniform1f(enhanceIntensityHandle, 0);
} else {
GLES20.glUniform1f(enhanceIntensityHandle, getEnhanceValue());
}
GLES20.glEnableVertexAttribArray(enhanceInputTexCoordHandle);
GLES20.glVertexAttribPointer(enhanceInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(enhancePositionHandle);
GLES20.glVertexAttribPointer(enhancePositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
示例10: bindTextureToFrameBuffer
import android.opengl.GLES20; //导入方法依赖的package包/类
public static void bindTextureToFrameBuffer(int paramInt1, int paramInt2, int paramInt3, int paramInt4)
{
GLES20.glBindTexture(3553, paramInt2);
GLES20.glTexImage2D(3553, 0, 6408, paramInt3, paramInt4, 0, 6408, 5121, null);
GLES20.glTexParameterf(3553, 10240, 9729.0F);
GLES20.glTexParameterf(3553, 10241, 9729.0F);
GLES20.glTexParameterf(3553, 10242, 33071.0F);
GLES20.glTexParameterf(3553, 10243, 33071.0F);
GLES20.glBindFramebuffer(36160, paramInt1);
GLES20.glFramebufferTexture2D(36160, 36064, 3553, paramInt2, 0);
GLES20.glBindTexture(3553, 0);
GLES20.glBindFramebuffer(36160, 0);
}
示例11: notifyCallbacks
import android.opengl.GLES20; //导入方法依赖的package包/类
private void notifyCallbacks(VideoFrame frame, boolean wasRendered) {
if (frameListeners.isEmpty())
return;
drawMatrix.reset();
drawMatrix.preTranslate(0.5f, 0.5f);
if (mirror)
drawMatrix.preScale(-1f, 1f);
drawMatrix.preScale(1f, -1f); // We want the output to be upside down for Bitmap.
drawMatrix.preTranslate(-0.5f, -0.5f);
Iterator<FrameListenerAndParams> it = frameListeners.iterator();
while (it.hasNext()) {
FrameListenerAndParams listenerAndParams = it.next();
if (!wasRendered && listenerAndParams.applyFpsReduction) {
continue;
}
it.remove();
final int scaledWidth = (int) (listenerAndParams.scale * frame.getRotatedWidth());
final int scaledHeight = (int) (listenerAndParams.scale * frame.getRotatedHeight());
if (scaledWidth == 0 || scaledHeight == 0) {
listenerAndParams.listener.onFrame(null);
continue;
}
if (bitmapTextureFramebuffer == null) {
bitmapTextureFramebuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
}
bitmapTextureFramebuffer.setSize(scaledWidth, scaledHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, bitmapTextureFramebuffer.getFrameBufferId());
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, bitmapTextureFramebuffer.getTextureId(), 0);
GLES20.glClearColor(0 /* red */, 0 /* green */, 0 /* blue */, 0 /* alpha */);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
frameDrawer.drawFrame(frame, listenerAndParams.drawer, drawMatrix, 0 /* viewportX */,
0 /* viewportY */, scaledWidth, scaledHeight);
final ByteBuffer bitmapBuffer = ByteBuffer.allocateDirect(scaledWidth * scaledHeight * 4);
GLES20.glViewport(0, 0, scaledWidth, scaledHeight);
GLES20.glReadPixels(
0, 0, scaledWidth, scaledHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bitmapBuffer);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GlUtil.checkNoGLES2Error("EglRenderer.notifyCallbacks");
final Bitmap bitmap = Bitmap.createBitmap(scaledWidth, scaledHeight, Bitmap.Config.ARGB_8888);
bitmap.copyPixelsFromBuffer(bitmapBuffer);
listenerAndParams.listener.onFrame(bitmap);
}
}
示例12: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(int paramInt1, int paramInt2, FloatBuffer paramFloatBuffer1, FloatBuffer paramFloatBuffer2)
{
z();
C();
start();
if ((!isInitialized()) || (this.bD == null) || (this.bE == null) || (null == H())) {
return;
}
if (paramInt1 == -1) {
return;
}
int i = H().size();
int j = paramInt1;
for (int k = 0; k < i; k++)
{
GPUImageFilter localGPUImageFilter = (GPUImageFilter)H().get(k);
int m = k < i - 1 ? 1 : 0;
if (m != 0)
{
GLES20.glBindFramebuffer(36160, this.bD[(k % 2)]);
GLES20.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
}
else if (-1 != paramInt2)
{
GLES20.glBindFramebuffer(36160, paramInt2);
GLES20.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
}
if (k == 0)
{
localGPUImageFilter.d(false);
localGPUImageFilter.onDraw(j, paramFloatBuffer1, paramFloatBuffer2);
}
else if (k == i - 1)
{
localGPUImageFilter.d(i % 2 == 0);
localGPUImageFilter.onDraw(j, this.bF, i % 2 == 0 ? this.bH : this.bG);
}
else
{
localGPUImageFilter.d(false);
localGPUImageFilter.onDraw(j, this.bF, this.bG);
}
if (null != this.bK) {
this.bK.onSingleFilterDrawed(this.aS, this.aT);
}
if (m != 0)
{
GLES20.glBindFramebuffer(36160, 0);
j = this.bE[(k % 2)];
}
else
{
GLES20.glBindFramebuffer(36160, 0);
}
}
}
示例13: unbind
import android.opengl.GLES20; //导入方法依赖的package包/类
void unbind(){
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}