private void initFBO(int width, int height) { hFBOTex = new int[1]; GLES20.glGenTextures(1,hFBOTex,0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, hFBOTex[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); hFBO = new int[1]; GLES20.glGenFramebuffers(1,hFBO,0); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,hFBO[0]); GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,GLES20.GL_COLOR_ATTACHMENT0,GLES20.GL_TEXTURE_2D,hFBOTex[0],0); int[] depth; depth = new int[1]; GLES20.glGenRenderbuffers(1,depth,0); GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER,depth[0]); GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,GLES20.GL_DEPTH_COMPONENT16,width,height); GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,GLES20.GL_DEPTH_ATTACHMENT,GLES20.GL_RENDERBUFFER,depth[0]); if ( GLES20.glGetError() != GLES20.GL_NO_ERROR) Log.i("mr","initFBO - rbo"); if(GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) Log.e("mr","initFBO"); } public void onDrawFrame ( GL10 unused ) { GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,hFBO[0]); // draw somethings to FBO GLES20.glFlush(); // read a block of pixels from back buffer in double-buffered configurations ByteBuffer buf = ByteBuffer.allocateDirect(width*height*4); GLES20.glReadPixels(0, 0, width, height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buf); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0); // draw somethings to frame(back) buffer // you can use hFBOTex[0] as a texture }
June 23, 2015
FBO on Android
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