本文整理汇总了Java中android.opengl.GLES20.glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glBindTexture方法的具体用法?Java GLES20.glBindTexture怎么用?Java GLES20.glBindTexture使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glBindTexture方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: createTexture
import android.opengl.GLES20; //导入方法依赖的package包/类
private int createTexture(Bitmap bitmap, boolean recycled, int target) {
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
checkGLESError("gen texture");
GLES20.glBindTexture(target, textures[0]);
checkGLESError("bind texture");
GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(target, 0, bitmap, 0);
if (recycled && !bitmap.isRecycled()) {
bitmap.recycle();
}
checkGLESError("tex image 2d");
return textures[0];
}
示例2: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public int onDrawFrame(int textureId) {
GLES20.glUseProgram(mGLProgId);
if(!isInitialized()) {
return OpenGLUtils.NOT_INIT;
}
mGLCubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
mGLTextureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mTextureTransformMatrixLocation, 1, false, mTextureTransformMatrix, 0);
if(textureId != OpenGLUtils.NO_TEXTURE){
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
return OpenGLUtils.ON_DRAWN;
}
示例3: onDrawArraysPre
import android.opengl.GLES20; //导入方法依赖的package包/类
protected void onDrawArraysPre(){
if (mToneCurveTexture[0] != -1){
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mToneCurveTexture[0]);
GLES20.glUniform1i(mToneCurveTextureUniformLocation, 3);
}
if (mMaskGrey1TextureId != -1){
GLES20.glActiveTexture(GLES20.GL_TEXTURE4);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mMaskGrey1TextureId);
GLES20.glUniform1i(mMaskGrey1UniformLocation, 4);
}
if (mMaskGrey2TextureId != -1){
GLES20.glActiveTexture(GLES20.GL_TEXTURE5);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mMaskGrey2TextureId);
GLES20.glUniform1i(mMaskGrey2UniformLocation, 5);
}
}
示例4: onDraw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void onDraw(final int textureId, final FloatBuffer cubeBuffer, final FloatBuffer textureBuffer) {
if (!mIsInitialized) {
return;
}
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mGLProgId);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glFlush();
}
示例5: initFBO
import android.opengl.GLES20; //导入方法依赖的package包/类
private void initFBO(int width, int height)
{
Log.d(LOGTAG, "initFBO("+width+"x"+height+")");
deleteFBO();
GLES20.glGenTextures(1, texDraw, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texDraw[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);
GLES20.glGenTextures(1, texFBO, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texFBO[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);
//int hFBO;
GLES20.glGenFramebuffers(1, FBO, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, FBO[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texFBO[0], 0);
Log.d(LOGTAG, "initFBO error status: " + GLES20.glGetError());
int FBOstatus = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (FBOstatus != GLES20.GL_FRAMEBUFFER_COMPLETE)
Log.e(LOGTAG, "initFBO failed, status: " + FBOstatus);
mFBOWidth = width;
mFBOHeight = height;
}
示例6: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(int texture) {
GLES20.glUseProgram(mProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
if (mOesTexture)
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture);
else
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
int positionHandle = GLES20.glGetAttribLocation(mProgram, "position");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
int textureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
GLES20.glEnableVertexAttribArray(textureCoordHandle);
GLES20.glVertexAttribPointer(textureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(textureCoordHandle);
GLES20.glUseProgram(0);
}
示例7: onDrawArraysAfter
import android.opengl.GLES20; //导入方法依赖的package包/类
protected void onDrawArraysAfter(){
for(int i = 0; i < inputTextureHandles.length
&& inputTextureHandles[i] != OpenGLUtils.NO_TEXTURE; i++){
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + (i+3));
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
}
}
示例8: closeTexture
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Release a texture.
* @param texture existing texture
*/
public static void closeTexture(int texture, int level) {
GLES20.glActiveTexture(level);
checkError();
try {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
checkError();
} finally {
GLES20.glDeleteTextures(1, new int[] {texture}, 0);
checkError();
}
logDebug("Texture " + texture + " destroyed");
}
示例9: drawTex
import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawTex(int tex, boolean isOES, int fbo)
{
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo);
if(fbo == 0)
GLES20.glViewport(0, 0, mView.getWidth(), mView.getHeight());
else
GLES20.glViewport(0, 0, mFBOWidth, mFBOHeight);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
if(isOES) {
GLES20.glUseProgram(progOES);
GLES20.glVertexAttribPointer(vPosOES, 2, GLES20.GL_FLOAT, false, 4*2, vert);
GLES20.glVertexAttribPointer(vTCOES, 2, GLES20.GL_FLOAT, false, 4*2, texOES);
} else {
GLES20.glUseProgram(prog2D);
GLES20.glVertexAttribPointer(vPos2D, 2, GLES20.GL_FLOAT, false, 4*2, vert);
GLES20.glVertexAttribPointer(vTC2D, 2, GLES20.GL_FLOAT, false, 4*2, tex2D);
}
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
if(isOES) {
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex);
GLES20.glUniform1i(GLES20.glGetUniformLocation(progOES, "sTexture"), 0);
} else {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex);
GLES20.glUniform1i(GLES20.glGetUniformLocation(prog2D, "sTexture"), 0);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glFlush();
}
示例10: initTexOES
import android.opengl.GLES20; //导入方法依赖的package包/类
private void initTexOES(int[] tex) {
if(tex.length == 1) {
GLES20.glGenTextures(1, tex, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex[0]);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
}
}
示例11: onDrawArraysPre
import android.opengl.GLES20; //导入方法依赖的package包/类
protected void onDrawArraysPre(){
for(int i = 0; i < inputTextureHandles.length
&& inputTextureHandles[i] != OpenGLUtils.NO_TEXTURE; i++){
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + (i+3) );
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, inputTextureHandles[i]);
GLES20.glUniform1i(inputTextureUniformLocations[i], (i+3));
}
}
示例12: setSize
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* (Re)allocate texture. Will do nothing if the requested size equals the current size. An
* EGLContext must be bound on the current thread when calling this function. Must be called at
* least once before using the framebuffer. May be called multiple times to change size.
*/
public void setSize(int width, int height) {
if (width == 0 || height == 0) {
throw new IllegalArgumentException("Invalid size: " + width + "x" + height);
}
if (width == this.width && height == this.height) {
return;
}
this.width = width;
this.height = height;
// Allocate texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, pixelFormat, width, height, 0, pixelFormat,
GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GlUtil.checkNoGLES2Error("GlTextureFrameBuffer setSize");
// Attach the texture to the framebuffer as color attachment.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
GLES20.glFramebufferTexture2D(
GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
// Check that the framebuffer is in a good state.
final int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new IllegalStateException("Framebuffer not complete, status: " + status);
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
示例13: createImageTexture
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Creates a texture from raw data.
*
* @param data Image data, in a "direct" ByteBuffer.
* @param width Texture width, in pixels (not bytes).
* @param height Texture height, in pixels.
* @param format Image data format (use constant appropriate for glTexImage2D(), e.g. GL_RGBA).
* @return Handle to texture.
*/
public static int createImageTexture(ByteBuffer data, int width, int height, int format) {
int[] textureHandles = new int[1];
int textureHandle;
GLES20.glGenTextures(1, textureHandles, 0);
textureHandle = textureHandles[0];
GlUtil.checkGlError("glGenTextures");
// Bind the texture handle to the 2D texture target.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
// Configure min/mag filtering, i.e. what scaling method do we use if what we're rendering
// is smaller or larger than the source image.
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GlUtil.checkGlError("loadImageTexture");
// Load the data from the buffer into the texture handle.
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, /*level*/ 0, format,
width, height, /*border*/ 0, format, GLES20.GL_UNSIGNED_BYTE, data);
GlUtil.checkGlError("loadImageTexture");
return textureHandle;
}
示例14: onDrawArraysPre
import android.opengl.GLES20; //导入方法依赖的package包/类
protected void onDrawArraysPre(){
if (this.mToneCurveTexture[0] != -1){
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mToneCurveTexture[0]);
GLES20.glUniform1i(this.mToneCurveTextureUniformLocation, 3);
}
}
示例15: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 glUnused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
final String vertexShader = getVertexShader();
final String fragmentShader = getFragmentShader();
final int vertexShaderHandle = ShaderHelper.compileShader(
GLES20.GL_VERTEX_SHADER, vertexShader);
final int fragmentShaderHandle = ShaderHelper.compileShader(
GLES20.GL_FRAGMENT_SHADER, fragmentShader);
mProgramHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle,
fragmentShaderHandle, new String[] { "a_Position",
"a_TexCoordinate" });
// Set our per-vertex lighting program.
GLES20.glUseProgram(mProgramHandle);
// Set program handles for cube drawing.
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle,
"u_MVPMatrix");
mTextureUniformHandle0 = GLES20.glGetUniformLocation(mProgramHandle,
"u_Texture0");
mTextureUniformHandle1 = GLES20.glGetUniformLocation(mProgramHandle,
"u_Texture1");
mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle,
"a_Position");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle,
"a_TexCoordinate");
/**
* First texture map
*/
// Set the active texture0 unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle0);
// Tell the texture uniform sampler to use this texture in the shader by
// binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle0, 0);
/**
* Second texture map
*/
// Set the active texture1 unit to texture unit 1.
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle1);
// Tell the texture uniform sampler to use this texture in the shader by
// binding to texture unit 1.
GLES20.glUniform1i(mTextureUniformHandle1, 1);
// Draw some cubes.
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -3.2f);
Matrix.rotateM(mModelMatrix, 0, 0.0f, 1.0f, 1.0f, 0.0f);
drawCube();
}