Android examples for App:Resource
load OpenGL Texture from resource
/**//from ww w. j a va 2s . c o m * Copyright 2015 Michael Leahy / TyphonRT, Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ //package com.java2s; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.opengl.GLUtils; import static android.opengl.GLES20.*; public class Main { private static final ThreadLocal<int[]> s_LOAD_TEXTURE_ID = new ThreadLocal<int[]>(); public static int loadTexture(Resources resources, int resource, boolean flip) { int[] textures = s_LOAD_TEXTURE_ID.get(); if (textures == null) { textures = new int[1]; s_LOAD_TEXTURE_ID.set(textures); } glActiveTexture(GL_TEXTURE0); glGenTextures(1, textures, 0); int texture = textures[0]; glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Bitmap bitmap = BitmapFactory.decodeResource(resources, resource); final int width = bitmap.getWidth(); final int height = bitmap.getHeight(); if (flip) { Matrix matrix = new Matrix(); matrix.setScale(1, -1); matrix.postTranslate(0, height); Bitmap flipBitmap = Bitmap.createBitmap(bitmap, 0, 0, width, height, matrix, true); bitmap.recycle(); bitmap = flipBitmap; } GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap, GL_UNSIGNED_BYTE, 0); bitmap.recycle(); glBindTexture(GL_TEXTURE_2D, 0); return texture; } }