Is it possible to render a View (say, a WebView) to an FBO so it can be used as a texture in an OpenGL composition?
Yes is it certainly possible, I have written up a how-to here; http://www.felixjones.co.uk/neo%20website/Android_View/
However for static elements that won't change, the bitmap option may be better.
I brought together a complete demo project which renders a view to GL textures in real time in an efficient way which can be found in this repo. It shows how to render WebView to GL texture in real time as an example.
Also a brief code for this can look like the following (taken from the demo project from the repo above):
public class GLWebView extends WebView {
private ViewToGLRenderer mViewToGLRenderer;
...
// drawing magic
@Override
public void draw( Canvas canvas ) {
//returns canvas attached to gl texture to draw on
Canvas glAttachedCanvas = mViewToGLRenderer.onDrawViewBegin();
if(glAttachedCanvas != null) {
//translate canvas to reflect view scrolling
float xScale = glAttachedCanvas.getWidth() / (float)canvas.getWidth();
glAttachedCanvas.scale(xScale, xScale);
glAttachedCanvas.translate(-getScrollX(), -getScrollY());
//draw the view to provided canvas
super.draw(glAttachedCanvas);
}
// notify the canvas is updated
mViewToGLRenderer.onDrawViewEnd();
}
...
}
public class ViewToGLRenderer implements GLSurfaceView.Renderer{
private SurfaceTexture mSurfaceTexture;
private Surface mSurface;
private int mGlSurfaceTexture;
private Canvas mSurfaceCanvas;
...
@Override
public void onDrawFrame(GL10 gl){
synchronized (this){
// update texture
mSurfaceTexture.updateTexImage();
}
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height){
releaseSurface();
mGlSurfaceTexture = createTexture();
if (mGlSurfaceTexture > 0){
//attach the texture to a surface.
//It's a clue class for rendering an android view to gl level
mSurfaceTexture = new SurfaceTexture(mGlSurfaceTexture);
mSurfaceTexture.setDefaultBufferSize(mTextureWidth, mTextureHeight);
mSurface = new Surface(mSurfaceTexture);
}
}
public Canvas onDrawViewBegin(){
mSurfaceCanvas = null;
if (mSurface != null) {
try {
mSurfaceCanvas = mSurface.lockCanvas(null);
}catch (Exception e){
Log.e(TAG, "error while rendering view to gl: " + e);
}
}
return mSurfaceCanvas;
}
public void onDrawViewEnd(){
if(mSurfaceCanvas != null) {
mSurface.unlockCanvasAndPost(mSurfaceCanvas);
}
mSurfaceCanvas = null;
}
}
The demo output screenshot:
At least someone managed to render text this way:
Rendering Text in OpenGL on Android
It describes the method I used for rendering high-quality dynamic text efficiently using OpenGL ES 1.0, with TrueType/OpenType font files.
[...]
The whole process is actually quite easy. We generate the bitmap (as a texture), calculate and store the size of each character, as well as it's location on the texture (UV coordinates). There are some other finer details, but we'll get to that.
OpenGL ES 2.0 Version: https://github.com/d3kod/Texample2