本文整理匯總了Java中android.opengl.GLES20.glCheckFramebufferStatus方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glCheckFramebufferStatus方法的具體用法?Java GLES20.glCheckFramebufferStatus怎麽用?Java GLES20.glCheckFramebufferStatus使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glCheckFramebufferStatus方法的7個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: setSize
import android.opengl.GLES20; //導入方法依賴的package包/類
/**
* (Re)allocate texture. Will do nothing if the requested size equals the current size. An
* EGLContext must be bound on the current thread when calling this function. Must be called at
* least once before using the framebuffer. May be called multiple times to change size.
*/
public void setSize(int width, int height) {
if (width == 0 || height == 0) {
throw new IllegalArgumentException("Invalid size: " + width + "x" + height);
}
if (width == this.width && height == this.height) {
return;
}
this.width = width;
this.height = height;
// Allocate texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat,
GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GlUtil.checkNoGLES2Error("GlTextureFrameBuffer setSize");
// Attach the texture to the framebuffer as color attachment.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
GLES20.glFramebufferTexture2D(
GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
// Check that the framebuffer is in a good state.
final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new IllegalStateException("Framebuffer not complete, status: " + status);
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
示例2: initFBO
import android.opengl.GLES20; //導入方法依賴的package包/類
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3: update
import android.opengl.GLES20; //導入方法依賴的package包/類
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4: createEffectTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
private void createEffectTexture() {
AndroidUntil.checkGlError("initFBO_S");
GLES20.glGenFramebuffers(1, mFboId, 0);
GLES20.glGenRenderbuffers(1, mRboId, 0);
GLES20.glGenTextures(1, mTexId, 0);
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, mRboId[0]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,
GLES20.GL_DEPTH_COMPONENT16, mWidth, mHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId[0]);
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, mRboId[0]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexId[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
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.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
mWidth, mHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mTexId[0], 0);
if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) !=
GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new RuntimeException("glCheckFramebufferStatus()");
}
AndroidUntil.checkGlError("initFBO_E");
}
示例5: createFbo
import android.opengl.GLES20; //導入方法依賴的package包/類
private int createFbo(int width, int height) {
int[] texture = new int[1];
int[] fbo = new int[1];
GLES20.glGenFramebuffers(1, fbo, 0);
GLES20.glGenTextures(1, texture, 0);
mFbo = fbo[0];
mDstTexture = texture[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mDstTexture);
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_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// Bind the framebuffer
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFbo);
// Specify texture as color attachment
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mDstTexture, 0);
// Check for framebuffer complete
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
Log.e(LOG_TAG, "Failed to create framebuffer!!!");
}
return 0;
}
示例6: prepareFramebuffer
import android.opengl.GLES20; //導入方法依賴的package包/類
/**
* Prepares the off-screen framebuffer.
*/
private void prepareFramebuffer(int width, int height) {
GlUtil.checkGlError("prepareFramebuffer start");
int[] values = new int[1];
// Create a texture object and bind it. This will be the color buffer.
GLES20.glGenTextures(1, values, 0);
GlUtil.checkGlError("glGenTextures");
mOffscreenTexture = values[0]; // expected > 0
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mOffscreenTexture);
GlUtil.checkGlError("glBindTexture " + mOffscreenTexture);
// Create texture storage.
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
// Set parameters. We're probably using non-power-of-two dimensions, so
// some values may not be available for use.
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
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);
GlUtil.checkGlError("glTexParameter");
// Create framebuffer object and bind it.
GLES20.glGenFramebuffers(1, values, 0);
GlUtil.checkGlError("glGenFramebuffers");
mFramebuffer = values[0]; // expected > 0
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFramebuffer);
GlUtil.checkGlError("glBindFramebuffer " + mFramebuffer);
// Create a depth buffer and bind it.
GLES20.glGenRenderbuffers(1, values, 0);
GlUtil.checkGlError("glGenRenderbuffers");
mDepthBuffer = values[0]; // expected > 0
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, mDepthBuffer);
GlUtil.checkGlError("glBindRenderbuffer " + mDepthBuffer);
// Allocate storage for the depth buffer.
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16,
width, height);
GlUtil.checkGlError("glRenderbufferStorage");
// Attach the depth buffer and the texture (color buffer) to the framebuffer object.
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT,
GLES20.GL_RENDERBUFFER, mDepthBuffer);
GlUtil.checkGlError("glFramebufferRenderbuffer");
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, mOffscreenTexture, 0);
GlUtil.checkGlError("glFramebufferTexture2D");
// See if GLES is happy with all this.
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new RuntimeException("Framebuffer not complete, status=" + status);
}
// Switch back to the default framebuffer.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GlUtil.checkGlError("prepareFramebuffer done");
}
示例7: status
import android.opengl.GLES20; //導入方法依賴的package包/類
public boolean status() {
bind();
return GLES20.glCheckFramebufferStatus( GLES20.GL_FRAMEBUFFER ) == GLES20.GL_FRAMEBUFFER_COMPLETE;
}