Java Code Examples for android.opengl.GLES20#glVertexAttribPointer()
The following examples show how to use
android.opengl.GLES20#glVertexAttribPointer() .
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Example 1
Source File: FeatureShader.java From geoar-app with Apache License 2.0 | 6 votes |
public void setColors(final int colorBufferHandle) { if (colorBufferHandle < 0) { LOG.debug("colorbufferhandle is not a valid handle"); return; } if (programHandle == -1) { initProgram(); } if (colorHandle >= 0) { GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, colorBufferHandle); GLES20.glVertexAttribPointer(colorHandle, 4, GLES20.GL_FLOAT, false, 0, 0); GLES20.glEnableVertexAttribArray(colorHandle); } }
Example 2
Source File: PhotoFilterView.java From TelePlus-Android with GNU General Public License v2.0 | 6 votes |
private void drawSharpenPass() { 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(sharpenShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[1]); GLES20.glUniform1i(sharpenSourceImageHandle, 0); if (showOriginal) { GLES20.glUniform1f(sharpenHandle, 0); } else { GLES20.glUniform1f(sharpenHandle, getSharpenValue()); } GLES20.glUniform1f(sharpenWidthHandle, renderBufferWidth); GLES20.glUniform1f(sharpenHeightHandle, renderBufferHeight); GLES20.glEnableVertexAttribArray(sharpenInputTexCoordHandle); GLES20.glVertexAttribPointer(sharpenInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(sharpenPositionHandle); GLES20.glVertexAttribPointer(sharpenPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexInvertBuffer); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); }
Example 3
Source File: SharpnessFilterRender.java From rtmp-rtsp-stream-client-java with Apache License 2.0 | 6 votes |
@Override protected void drawFilter() { GLES20.glUseProgram(program); squareVertex.position(SQUARE_VERTEX_DATA_POS_OFFSET); GLES20.glVertexAttribPointer(aPositionHandle, 3, GLES20.GL_FLOAT, false, SQUARE_VERTEX_DATA_STRIDE_BYTES, squareVertex); GLES20.glEnableVertexAttribArray(aPositionHandle); squareVertex.position(SQUARE_VERTEX_DATA_UV_OFFSET); GLES20.glVertexAttribPointer(aTextureHandle, 2, GLES20.GL_FLOAT, false, SQUARE_VERTEX_DATA_STRIDE_BYTES, squareVertex); GLES20.glEnableVertexAttribArray(aTextureHandle); GLES20.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, MVPMatrix, 0); GLES20.glUniformMatrix4fv(uSTMatrixHandle, 1, false, STMatrix, 0); GLES20.glUniform2f(uStepSizeHandle, 1f / getWidth(), 1f / getHeight()); GLES20.glUniform1f(uSharpnessHandle, sharpness); GLES20.glUniform1i(uSamplerHandle, 4); GLES20.glActiveTexture(GLES20.GL_TEXTURE4); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, previousTexId); }
Example 4
Source File: GLES20Canvas.java From TurboLauncher with Apache License 2.0 | 5 votes |
private void setPosition(ShaderParameter[] params, int offset) { GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mBoxCoordinates); checkError(); GLES20.glVertexAttribPointer(params[INDEX_POSITION].handle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, VERTEX_STRIDE, offset * VERTEX_STRIDE); checkError(); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); checkError(); }
Example 5
Source File: MDAbsObject3D.java From MD360Player4Android with Apache License 2.0 | 5 votes |
public void uploadVerticesBufferIfNeed(MD360Program program, int index){ FloatBuffer vertexBuffer = getVerticesBuffer(index); if (vertexBuffer == null) return; vertexBuffer.position(0); // set data to OpenGL int positionHandle = program.getPositionHandle(); GLES20.glVertexAttribPointer(positionHandle, sPositionDataSize, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glEnableVertexAttribArray(positionHandle); }
Example 6
Source File: MDAbsObject3D.java From Beginner-Level-Android-Studio-Apps with GNU General Public License v3.0 | 5 votes |
public void uploadVerticesBufferIfNeed(MD360Program program, int index){ FloatBuffer vertexBuffer = getVerticesBuffer(index); if (vertexBuffer == null) return; vertexBuffer.position(0); // set data to OpenGL int positionHandle = program.getPositionHandle(); GLES20.glVertexAttribPointer(positionHandle, sPositionDataSize, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glEnableVertexAttribArray(positionHandle); }
Example 7
Source File: TextureRenderer.java From TelePlus-Android with GNU General Public License v2.0 | 5 votes |
public void drawFrame(SurfaceTexture st, boolean invert) { checkGlError("onDrawFrame start"); st.getTransformMatrix(mSTMatrix); if (invert) { mSTMatrix[5] = -mSTMatrix[5]; mSTMatrix[13] = 1.0f - mSTMatrix[13]; } GLES20.glUseProgram(mProgram); checkGlError("glUseProgram"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maPosition"); GLES20.glEnableVertexAttribArray(maPositionHandle); checkGlError("glEnableVertexAttribArray maPositionHandle"); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maTextureHandle"); GLES20.glEnableVertexAttribArray(maTextureHandle); checkGlError("glEnableVertexAttribArray maTextureHandle"); GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); checkGlError("glDrawArrays"); GLES20.glFinish(); }
Example 8
Source File: MyOSDReceiverRenderer.java From myMediaCodecPlayer-for-FPV with MIT License | 5 votes |
public void draw(float[] viewM){ GLES20.glUseProgram(mProgram); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[0]); GLES20.glEnableVertexAttribArray(mPositionHandle); GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, mStrideBytes, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[0]); GLES20.glEnableVertexAttribArray(mColorHandle); GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, mStrideBytes, mColorOffset * mBytesPerFloat); if(enable_height){ Matrix.multiplyMM(mMVPM, 0, viewM, 0, mHeightModelM, 0); Matrix.multiplyMM(mMVPM, 0, mProjM, 0, mMVPM, 0); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPM, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 18 * 6); } if(enable_model){ Matrix.multiplyMM(mMVPM, 0, viewM, 0, mKopterModelM, 0); Matrix.multiplyMM(mMVPM, 0, mProjM, 0, mMVPM, 0); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPM, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 18*6, 5*3); } if(enable_height){ GLES20.glDrawArrays(GLES20.GL_TRIANGLES, (18*6)+(5*3), 2*3); } if(enable_home_arrow){ Matrix.multiplyMM(mMVPM, 0, viewM, 0, mHomeArrowModelM, 0); Matrix.multiplyMM(mMVPM, 0, mProjM, 0, mMVPM, 0); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPM, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, (18*6)+(7*3), 3); } GLES20.glDisableVertexAttribArray(mPositionHandle); GLES20.glDisableVertexAttribArray(mColorHandle); GLES20.glDisableVertexAttribArray(mMVPMatrixHandle); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); }
Example 9
Source File: ProgramLandmarks.java From sealrtc-android with MIT License | 5 votes |
@Override public void drawFrame(int textureId, float[] texMatrix, float[] mvpMatrix) { // Add program to OpenGL environment GLES20.glUseProgram(mProgramHandle); // Enable a handle to the triangle vertices GLES20.glEnableVertexAttribArray(mPositionHandle); // Prepare the triangle coordinate data GLES20.glVertexAttribPointer( mPositionHandle, Drawable2d.COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, Drawable2d.VERTEXTURE_STRIDE, mDrawable2d.vertexArray()); // Set color for drawing the triangle GLES20.glUniform4fv(mColorHandle, 1, POINT_COLOR, 0); // Apply the projection and view transformation GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); GLES20.glUniform1f(mPointSizeHandle, POINT_SIZE); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_POINTS, 0, mDrawable2d.vertexCount()); // Disable vertex array GLES20.glDisableVertexAttribArray(mPositionHandle); GLES20.glUseProgram(0); }
Example 10
Source File: ProgramTextureOES.java From PLDroidShortVideo with Apache License 2.0 | 4 votes |
@Override public void drawFrame(int textureId, float[] texMatrix, float[] mvpMatrix) { GlUtil.checkGlError("draw start"); // Select the program. GLES20.glUseProgram(mProgramHandle); GlUtil.checkGlError("glUseProgram"); // Set the texture. GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Enable the "aPosition" vertex attribute. GLES20.glEnableVertexAttribArray(maPositionLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect vertexBuffer to "aPosition". GLES20.glVertexAttribPointer(maPositionLoc, Drawable2d.COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, Drawable2d.VERTEXTURE_STRIDE, mDrawable2d.vertexArray()); GlUtil.checkGlError("glVertexAttribPointer"); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(maTextureCoordLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, GLES20.GL_FLOAT, false, Drawable2d.TEXTURE_COORD_STRIDE, mDrawable2d.texCoordArray()); GlUtil.checkGlError("glVertexAttribPointer"); // Draw the rect. GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mDrawable2d.vertexCount()); GlUtil.checkGlError("glDrawArrays"); // Done -- disable vertex array, texture, and program. GLES20.glDisableVertexAttribArray(maPositionLoc); GLES20.glDisableVertexAttribArray(maTextureCoordLoc); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); GLES20.glUseProgram(0); }
Example 11
Source File: Spheres.java From ShapesInOpenGLES2.0 with MIT License | 4 votes |
/** * draws Sphere objects * @param aMVPMatrix */ public void render(float[] aMVPMatrix) { if(BLENDING) { // Enable blending GLES20.glEnable(GLES20.GL_BLEND); // GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA); GLES20.glBlendFunc( GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA); // GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } // Set our per-vertex lighting program. GLES20.glUseProgram(aSphereProgramHandle); int aSphereMVPMatrixHandle = GLES20.glGetUniformLocation(aSphereProgramHandle, "u_MVPMatrix"); int aSpherePositionHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Position"); int aSphereColorHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Color"); // Pass in the combined matrix. //GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0); GLES20.glUniformMatrix4fv(aSphereMVPMatrixHandle, 1, false, aMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresVerticesBufferIdx); GLES20.glEnableVertexAttribArray(aSpherePositionHandle); GLES20.glVertexAttribPointer(aSpherePositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresColorsBufferIdx); GLES20.glEnableVertexAttribArray(aSphereColorHandle); GLES20.glVertexAttribPointer(aSphereColorHandle, COLOR_DATA_SIZE , GLES20.GL_FLOAT, false, 0, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); // Draw the vertices. GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); // draw the vertices using indices // GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, aSphereIndicesBufferIdx); // GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0); // Clear the currently bound buffer (so future OpenGL calls do not use this buffer). // GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(BLENDING) { // Enable blending GLES20.glDisable(GLES20.GL_BLEND); // GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA); // GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } }
Example 12
Source File: TextureRenderer.java From Telegram with GNU General Public License v2.0 | 4 votes |
public void drawFrame(SurfaceTexture st, boolean invert) { checkGlError("onDrawFrame start"); if (isPhoto) { GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(simplePositionHandle); } else { st.getTransformMatrix(mSTMatrix); if (blendEnabled) { GLES20.glDisable(GLES20.GL_BLEND); blendEnabled = false; } if (filterShaders != null) { filterShaders.onVideoFrameUpdate(mSTMatrix); GLES20.glViewport(0, 0, videoWidth, videoHeight); filterShaders.drawEnhancePass(); filterShaders.drawSharpenPass(); filterShaders.drawCustomParamsPass(); boolean blurred = filterShaders.drawBlurPass(); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, filterShaders.getRenderTexture(blurred ? 0 : 1)); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(simpleInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, filterShaders.getTextureBuffer()); GLES20.glEnableVertexAttribArray(simplePositionHandle); GLES20.glVertexAttribPointer(simplePositionHandle, 2, GLES20.GL_FLOAT, false, 8, filterShaders.getVertexBuffer()); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } else { if (invert) { mSTMatrix[5] = -mSTMatrix[5]; mSTMatrix[13] = 1.0f - mSTMatrix[13]; } GLES20.glUseProgram(mProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID); GLES20.glVertexAttribPointer(maPositionHandle, 2, GLES20.GL_FLOAT, false, 8, verticesBuffer); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(maTextureHandle); GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); if (paintTexture != null || stickerTexture != null) { GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(simplePositionHandle); } } } if (paintTexture != null) { for (int a = 0; a < paintTexture.length; a++) { drawTexture(true, paintTexture[a]); } } if (stickerTexture != null) { for (int a = 0, N = mediaEntities.size(); a < N; a++) { VideoEditedInfo.MediaEntity entity = mediaEntities.get(a); if (entity.ptr != 0) { RLottieDrawable.getFrame(entity.ptr, (int) entity.currentFrame, stickerBitmap, 512, 512, stickerBitmap.getRowBytes()); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, stickerTexture[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, stickerBitmap, 0); entity.currentFrame += entity.framesPerDraw; if (entity.currentFrame >= entity.metadata[0]) { entity.currentFrame = 0; } drawTexture(false, stickerTexture[0], entity.x, entity.y, entity.width, entity.height, entity.rotation, (entity.subType & 2) != 0); } else if (entity.bitmap != null) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, stickerTexture[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, entity.bitmap, 0); drawTexture(false, stickerTexture[0], entity.x, entity.y, entity.width, entity.height, entity.rotation, (entity.subType & 2) != 0); } } } GLES20.glFinish(); }
Example 13
Source File: GlSceneRendererBackground.java From ParticlesDrawable with Apache License 2.0 | 4 votes |
void drawScene(@NonNull final float[] matrix) { if (hasTexture && width != 0 && height != 0) { ensureBackgroundTextureCoordiantes(); ensureBackgroundCooridnates(); backgroundTextureCoordinates.position(0); backgroundCoordinates.position(0); GLES20.glUseProgram(program); GLErrorChecker.checkGlError("background glUseProgram"); final int positionHandle = GLES20.glGetAttribLocation(program, "vPosition"); GLES20.glEnableVertexAttribArray(positionHandle); GLES20.glVertexAttribPointer( positionHandle, COORDINATES_PER_VERTEX, GLES20.GL_SHORT, false, 0, backgroundCoordinates); final int texCoordHandle = GLES20.glGetAttribLocation(program, "aTexCoord"); GLES20.glEnableVertexAttribArray(texCoordHandle); GLES20.glVertexAttribPointer( texCoordHandle, COORDINATES_PER_VERTEX, GLES20.GL_BYTE, false, 0, backgroundTextureCoordinates); final int mvpMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix"); GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, matrix, 0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); GLErrorChecker.checkGlError("background glDrawArrays"); } }
Example 14
Source File: TextureRenderer.java From Telegram-FOSS with GNU General Public License v2.0 | 4 votes |
public void drawFrame(SurfaceTexture st, boolean invert) { checkGlError("onDrawFrame start"); if (isPhoto) { GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(simplePositionHandle); } else { st.getTransformMatrix(mSTMatrix); if (blendEnabled) { GLES20.glDisable(GLES20.GL_BLEND); blendEnabled = false; } if (filterShaders != null) { filterShaders.onVideoFrameUpdate(mSTMatrix); GLES20.glViewport(0, 0, videoWidth, videoHeight); filterShaders.drawEnhancePass(); filterShaders.drawSharpenPass(); filterShaders.drawCustomParamsPass(); boolean blurred = filterShaders.drawBlurPass(); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, filterShaders.getRenderTexture(blurred ? 0 : 1)); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(simpleInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, filterShaders.getTextureBuffer()); GLES20.glEnableVertexAttribArray(simplePositionHandle); GLES20.glVertexAttribPointer(simplePositionHandle, 2, GLES20.GL_FLOAT, false, 8, filterShaders.getVertexBuffer()); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } else { if (invert) { mSTMatrix[5] = -mSTMatrix[5]; mSTMatrix[13] = 1.0f - mSTMatrix[13]; } GLES20.glUseProgram(mProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID); GLES20.glVertexAttribPointer(maPositionHandle, 2, GLES20.GL_FLOAT, false, 8, verticesBuffer); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(maTextureHandle); GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); if (paintTexture != null || stickerTexture != null) { GLES20.glUseProgram(simpleShaderProgram); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glUniform1i(simpleSourceImageHandle, 0); GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(simplePositionHandle); } } } if (paintTexture != null) { for (int a = 0; a < paintTexture.length; a++) { drawTexture(true, paintTexture[a]); } } if (stickerTexture != null) { for (int a = 0, N = mediaEntities.size(); a < N; a++) { VideoEditedInfo.MediaEntity entity = mediaEntities.get(a); if (entity.ptr != 0) { RLottieDrawable.getFrame(entity.ptr, (int) entity.currentFrame, stickerBitmap, 512, 512, stickerBitmap.getRowBytes()); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, stickerTexture[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, stickerBitmap, 0); entity.currentFrame += entity.framesPerDraw; if (entity.currentFrame >= entity.metadata[0]) { entity.currentFrame = 0; } drawTexture(false, stickerTexture[0], entity.x, entity.y, entity.width, entity.height, entity.rotation, (entity.subType & 2) != 0); } else if (entity.bitmap != null) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, stickerTexture[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, entity.bitmap, 0); drawTexture(false, stickerTexture[0], entity.x, entity.y, entity.width, entity.height, entity.rotation, (entity.subType & 2) != 0); } } } GLES20.glFinish(); }
Example 15
Source File: InstantCameraView.java From TelePlus-Android with GNU General Public License v2.0 | 4 votes |
private void handleVideoFrameAvailable(long timestampNanos, Integer cameraId) { try { drainEncoder(false); } catch (Exception e) { FileLog.e(e); } long dt, alphaDt; if (!lastCameraId.equals(cameraId)) { lastTimestamp = -1; lastCameraId = cameraId; } if (lastTimestamp == -1) { lastTimestamp = timestampNanos; if (currentTimestamp != 0) { dt = (System.currentTimeMillis() - lastCommitedFrameTime) * 1000000; alphaDt = 0; } else { alphaDt = dt = 0; } } else { alphaDt = dt = (timestampNanos - lastTimestamp); lastTimestamp = timestampNanos; } lastCommitedFrameTime = System.currentTimeMillis(); if (!skippedFirst) { skippedTime += dt; if (skippedTime < 200000000) { return; } skippedFirst = true; } currentTimestamp += dt; if (videoFirst == -1) { videoFirst = timestampNanos / 1000; if (BuildVars.LOGS_ENABLED) { FileLog.d("first video frame was at " + videoFirst); } } videoLast = timestampNanos; GLES20.glUseProgram(drawProgram); GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 12, vertexBuffer); GLES20.glEnableVertexAttribArray(positionHandle); GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer); GLES20.glEnableVertexAttribArray(textureHandle); GLES20.glUniform1f(scaleXHandle, scaleX); GLES20.glUniform1f(scaleYHandle, scaleY); GLES20.glUniformMatrix4fv(vertexMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); if (oldCameraTexture[0] != 0) { if (!blendEnabled) { GLES20.glEnable(GLES20.GL_BLEND); blendEnabled = true; } GLES20.glUniformMatrix4fv(textureMatrixHandle, 1, false, moldSTMatrix, 0); GLES20.glUniform1f(alphaHandle, 1.0f); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, oldCameraTexture[0]); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } GLES20.glUniformMatrix4fv(textureMatrixHandle, 1, false, mSTMatrix, 0); GLES20.glUniform1f(alphaHandle, cameraTextureAlpha); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTexture[0]); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); GLES20.glDisableVertexAttribArray(positionHandle); GLES20.glDisableVertexAttribArray(textureHandle); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0); GLES20.glUseProgram(0); EGLExt.eglPresentationTimeANDROID(eglDisplay, eglSurface, currentTimestamp); EGL14.eglSwapBuffers(eglDisplay, eglSurface); if (oldCameraTexture[0] != 0 && cameraTextureAlpha < 1.0f) { cameraTextureAlpha += alphaDt / 200000000.0f; if (cameraTextureAlpha > 1) { GLES20.glDisable(GLES20.GL_BLEND); blendEnabled = false; cameraTextureAlpha = 1; GLES20.glDeleteTextures(1, oldCameraTexture, 0); oldCameraTexture[0] = 0; if (!cameraReady) { cameraReady = true; } } } else if (!cameraReady) { cameraReady = true; } }
Example 16
Source File: Texture2dProgram.java From grafika with Apache License 2.0 | 4 votes |
/** * Issues the draw call. Does the full setup on every call. * * @param mvpMatrix The 4x4 projection matrix. * @param vertexBuffer Buffer with vertex position data. * @param firstVertex Index of first vertex to use in vertexBuffer. * @param vertexCount Number of vertices in vertexBuffer. * @param coordsPerVertex The number of coordinates per vertex (e.g. x,y is 2). * @param vertexStride Width, in bytes, of the position data for each vertex (often * vertexCount * sizeof(float)). * @param texMatrix A 4x4 transformation matrix for texture coords. (Primarily intended * for use with SurfaceTexture.) * @param texBuffer Buffer with vertex texture data. * @param texStride Width, in bytes, of the texture data for each vertex. */ public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex, int vertexCount, int coordsPerVertex, int vertexStride, float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) { GlUtil.checkGlError("draw start"); // Select the program. GLES20.glUseProgram(mProgramHandle); GlUtil.checkGlError("glUseProgram"); // Set the texture. GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(mTextureTarget, textureId); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); GlUtil.checkGlError("glUniformMatrix4fv"); // Enable the "aPosition" vertex attribute. GLES20.glEnableVertexAttribArray(maPositionLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect vertexBuffer to "aPosition". GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(maTextureCoordLoc); GlUtil.checkGlError("glEnableVertexAttribArray"); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, GLES20.GL_FLOAT, false, texStride, texBuffer); GlUtil.checkGlError("glVertexAttribPointer"); // Populate the convolution kernel, if present. if (muKernelLoc >= 0) { GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0); GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0); GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust); } // Draw the rect. GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount); GlUtil.checkGlError("glDrawArrays"); // Done -- disable vertex array, texture, and program. GLES20.glDisableVertexAttribArray(maPositionLoc); GLES20.glDisableVertexAttribArray(maTextureCoordLoc); GLES20.glBindTexture(mTextureTarget, 0); GLES20.glUseProgram(0); }
Example 17
Source File: VideoTextureRenderer.java From AndroidOpenGLVideoDemo with Apache License 2.0 | 4 votes |
@Override protected boolean draw() { synchronized (this) { if (frameAvailable) { videoTexture.updateTexImage(); videoTexture.getTransformMatrix(videoTextureTransform); frameAvailable = false; } else { return false; } } if (adjustViewport) adjustViewport(); GLES20.glClearColor(1.0f, 0.0f, 0.0f, 0.0f); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); // Draw texture GLES20.glUseProgram(shaderProgram); int textureParamHandle = GLES20.glGetUniformLocation(shaderProgram, "texture"); int textureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "vTexCoordinate"); int positionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition"); int textureTranformHandle = GLES20.glGetUniformLocation(shaderProgram, "textureTransform"); GLES20.glEnableVertexAttribArray(positionHandle); GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 4 * 3, vertexBuffer); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glUniform1i(textureParamHandle, 0); GLES20.glEnableVertexAttribArray(textureCoordinateHandle); GLES20.glVertexAttribPointer(textureCoordinateHandle, 4, GLES20.GL_FLOAT, false, 0, textureBuffer); GLES20.glUniformMatrix4fv(textureTranformHandle, 1, false, videoTextureTransform, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLES, DRAW_ORDER.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); GLES20.glDisableVertexAttribArray(positionHandle); GLES20.glDisableVertexAttribArray(textureCoordinateHandle); return true; }
Example 18
Source File: Quad.java From ShapesInOpenGLES2.0 with MIT License | 4 votes |
/** * draws Quad shape object. * @param aMVPMatrix * @param texture */ public void render(float[] aMVPMatrix, final int texture) { // // Use culling to remove back faces. GLES20.glDisable(GLES20.GL_CULL_FACE); // Set our per-vertex lighting program. GLES20.glUseProgram(aQuadProgramHandle); // Set program handles for cube drawing. aMVPMatrixHandle = GLES20.glGetUniformLocation(aQuadProgramHandle, "u_MVPMatrix"); aPositionHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_Position"); aColorHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_Color"); aTextureCoordinateHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_TexCoordinate"); aTextureUniformHandle = GLES20.glGetUniformLocation(aQuadProgramHandle, "u_Texture"); // Pass in the combined matrix. GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0); if (qvbo[0] > 0 && qibo[0] > 0) { GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, qvbo[0]); // Bind Attributes GLES20.glVertexAttribPointer(aPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, STRIDE, 0); GLES20.glEnableVertexAttribArray(aPositionHandle); GLES20.glVertexAttribPointer(aColorHandle, COLOR_DATA_SIZE, GLES20.GL_FLOAT, false, STRIDE, (POSITION_DATA_SIZE) * BYTES_PER_FLOAT); GLES20.glEnableVertexAttribArray(aColorHandle); GLES20.glVertexAttribPointer(aTextureCoordinateHandle, UV_DATA_SIZE, GLES20.GL_FLOAT, false, STRIDE, (POSITION_DATA_SIZE + COLOR_DATA_SIZE) * BYTES_PER_FLOAT); GLES20.glEnableVertexAttribArray(aTextureCoordinateHandle); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1f(aTextureUniformHandle, 0); // Draw GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, qibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); } // // Use culling to remove back faces. // GLES20.glEnable(GLES20.GL_CULL_FACE); }
Example 19
Source File: CameraGLRenderer.java From VideoRecorder with Apache License 2.0 | 4 votes |
private void drawTexture(int tex, boolean isOES, int fbo) { checkGlError("draw startRecord"); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo); if (fbo == 0) GLES20.glViewport(0, 0, mSurfaceSize.getWidth(), mSurfaceSize.getHeight()); else GLES20.glViewport(0, 0, mFBOWidth, mFBOHeight); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); if (isOES) { GLES20.glUseProgram(mProgramOES); checkGlError("glUseProgram"); GLES20.glVertexAttribPointer(aPosOES, 2, GLES20.GL_FLOAT, false, 4 * 2, mVertexBuffer); checkGlError("glVertexAttribPointer"); GLES20.glVertexAttribPointer(aTexCoordOES, 2, GLES20.GL_FLOAT, false, 4 * 2, mTexOESBuffer); checkGlError("glVertexAttribPointer"); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(uMVPMatrixOES, 1, false, mMVPMatrixOES, 0); checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(uTexMatrixOES, 1, false, mTexMatrixOES, 0); checkGlError("glUniformMatrix4fv"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex); GLES20.glUniform1i(uTextureOES, 0); } else { GLES20.glUseProgram(mProgram2D); checkGlError("glUseProgram"); GLES20.glVertexAttribPointer(vPos2D, 2, GLES20.GL_FLOAT, false, 4 * 2, mVertexBuffer); checkGlError("glVertexAttribPointer"); GLES20.glVertexAttribPointer(vTexCoord2D, 2, GLES20.GL_FLOAT, false, 4 * 2, mTex2DBuffer); checkGlError("glVertexAttribPointer"); // Copy the model / view / projection matrix over. GLES20.glUniformMatrix4fv(uMVPMatrix2D, 1, false, mMVPMatrix2D, 0); checkGlError("glUniformMatrix4fv"); // Copy the texture transformation matrix over. GLES20.glUniformMatrix4fv(uTexMatrix2D, 1, false, mTexMatrix2D, 0); checkGlError("glUniformMatrix4fv"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex); GLES20.glUniform1i(uTexture2D, 0); } GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); checkGlError("glDrawArrays"); GLES20.glUseProgram(0); }
Example 20
Source File: VideoResourceInput.java From AndroidFastImageProcessing with MIT License | votes |
@Override protected void passShaderValues() { renderVertices.position(0); GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 8, renderVertices); GLES20.glEnableVertexAttribArray(positionHandle); textureVertices[curRotation].position(0); GLES20.glVertexAttribPointer(texCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureVertices[curRotation]); GLES20.glEnableVertexAttribArray(texCoordHandle); bindTexture(); GLES20.glUniform1i(textureHandle, 0); videoTex.getTransformMatrix(matrix); GLES20.glUniformMatrix4fv(matrixHandle, 1, false, matrix, 0); }