Main.java Source code

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Here is the source code for Main.java

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//package com.java2s;
/*
 * Copyright (C) 2012 CyberAgent
 *
 * 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.
 */

import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.hardware.Camera.Size;
import android.opengl.GLES20;
import android.opengl.GLUtils;

import java.nio.IntBuffer;

public class Main {
    public static final int NO_TEXTURE = -1;

    public static int loadTextureAsBitmap(final IntBuffer data, final Size size, final int usedTexId) {
        Bitmap bitmap = Bitmap.createBitmap(data.array(), size.width, size.height, Config.ARGB_8888);
        return loadTexture(bitmap, usedTexId);
    }

    public static int loadTexture(final Bitmap img, final int usedTexId) {
        return loadTexture(img, usedTexId, true);
    }

    public static int loadTexture(final Bitmap img, final int usedTexId, final boolean recycle) {
        int textures[] = new int[1];
        if (usedTexId == NO_TEXTURE) {
            GLES20.glGenTextures(1, textures, 0);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, img, 0);
        } else {
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, usedTexId);
            GLUtils.texSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, img);
            textures[0] = usedTexId;
        }
        if (recycle) {
            img.recycle();
        }
        return textures[0];
    }

    public static int loadTexture(final IntBuffer data, final Size size, final int usedTexId) {
        int textures[] = new int[1];
        if (usedTexId == NO_TEXTURE) {
            GLES20.glGenTextures(1, textures, 0);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, size.width, size.height, 0, GLES20.GL_RGBA,
                    GLES20.GL_UNSIGNED_BYTE, data);
        } else {
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, usedTexId);
            GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, size.width, size.height, GLES20.GL_RGBA,
                    GLES20.GL_UNSIGNED_BYTE, data);
            textures[0] = usedTexId;
        }
        return textures[0];
    }
}