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Java GLES20.glTexParameteri方法代码示例

本文整理汇总了Java中android.opengl.GLES20.glTexParameteri方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glTexParameteri方法的具体用法?Java GLES20.glTexParameteri怎么用?Java GLES20.glTexParameteri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android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glTexParameteri方法的12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: attachBitmapToTexture

import android.opengl.GLES20; //导入方法依赖的package包/类
private void attachBitmapToTexture(int textureId, Bitmap textureBitmap) {
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);

    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);

    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, textureBitmap, 0);
}
 
开发者ID:PacktPublishing,项目名称:Building-Android-UIs-with-Custom-Views,代码行数:18,代码来源:GLDrawer.java

示例2: createTexture

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * @param textureTarget Texture类型。
 * 1. 相机用 GLES11Ext.GL_TEXTURE_EXTERNAL_OES
 * 2. 图片用GLES20.GL_TEXTURE_2D
 * @param minFilter 缩小过滤类型 (1.GL_NEAREST ; 2.GL_LINEAR)
 * @param magFilter 放大过滤类型
 * @param wrapS X方向边缘环绕
 * @param wrapT Y方向边缘环绕
 * @return 返回创建的 Texture ID
 */
public static int createTexture(int textureTarget, @Nullable Bitmap bitmap, int minFilter,
        int magFilter, int wrapS, int wrapT) {
    int[] textureHandle = new int[1];

    GLES20.glGenTextures(1, textureHandle, 0);
    GlUtil.checkGlError("glGenTextures");
    GLES20.glBindTexture(textureTarget, textureHandle[0]);
    GlUtil.checkGlError("glBindTexture " + textureHandle[0]);
    GLES20.glTexParameterf(textureTarget, GLES20.GL_TEXTURE_MIN_FILTER, minFilter);
    GLES20.glTexParameterf(textureTarget, GLES20.GL_TEXTURE_MAG_FILTER, magFilter); //线性插值
    GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_WRAP_S, wrapS);
    GLES20.glTexParameteri(textureTarget, GLES20.GL_TEXTURE_WRAP_T, wrapT);

    if (bitmap != null) {
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    }

    GlUtil.checkGlError("glTexParameter");
    return textureHandle[0];
}
 
开发者ID:hoanganhtuan95ptit,项目名称:EditPhoto,代码行数:31,代码来源:GlUtil.java

示例3: 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);
    }
}
 
开发者ID:csarron,项目名称:renderscript_examples,代码行数:11,代码来源:CameraGLRendererBase.java

示例4: 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;
}
 
开发者ID:yippeesoft,项目名称:NotifyTools,代码行数:36,代码来源:CameraGLRendererBase.java

示例5: loadTexture

import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadTexture(final Context context, final String name){
    final int[] textureHandle = new int[1];

    GLES20.glGenTextures(1, textureHandle, 0);

    if (textureHandle[0] != 0){

        // Read in the resource
        final Bitmap bitmap = getImageFromAssetsFile(context,name);

        // Bind to the texture in OpenGL
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

        // Set filtering
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        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);
        // Load the bitmap into the bound texture.
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

        // Recycle the bitmap, since its data has been loaded into OpenGL.
        bitmap.recycle();
    }

    if (textureHandle[0] == 0){
        throw new RuntimeException("Error loading texture.");
    }

    return textureHandle[0];
}
 
开发者ID:TobiasLee,项目名称:FilterPlayer,代码行数:32,代码来源:OpenGlUtils.java

示例6: getExternalOESTextureID

import android.opengl.GLES20; //导入方法依赖的package包/类
public static int getExternalOESTextureID(){
    int[] texture = new int[1];
    GLES20.glGenTextures(1, texture, 0);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
    GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);
    GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
            GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    return texture[0];
}
 
开发者ID:TobiasLee,项目名称:FilterPlayer,代码行数:15,代码来源:OpenGlUtils.java

示例7: onSurfaceCreated

import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    mLastRequestedCubeFactor = mActualCubeFactor = 3;
    generateCubes(mActualCubeFactor, false, false);

    // Set the background clear color to black.
    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // Use culling to remove back faces.
    GLES20.glEnable(GLES20.GL_CULL_FACE);

    // Enable depth testing
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    // Position the eye in front of the origin.
    final float eyeX = 0.0f;
    final float eyeY = 0.0f;
    final float eyeZ = -0.5f;

    // We are looking toward the distance
    final float lookX = 0.0f;
    final float lookY = 0.0f;
    final float lookZ = -5.0f;

    // Set our up vector. This is where our head would be pointing were we holding the camera.
    final float upX = 0.0f;
    final float upY = 1.0f;
    final float upZ = 0.0f;

    // Set the view matrix. This matrix can be said to represent the camera position.
    // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
    // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
    Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);

    final String vertexShader = RawResourceReader.readTextFileFromRawResource(mLessonSevenActivity, R.raw.lesson_seven_vertex_shader);
    final String fragmentShader = RawResourceReader.readTextFileFromRawResource(mLessonSevenActivity, R.raw.lesson_seven_fragment_shader);

    final int vertexShaderHandle = Utils.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
    final int fragmentShaderHandle = Utils.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);

    mProgramHandle = Utils.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
            new String[]{"a_Position", "a_Normal", "a_TexCoordinate"});

    // Load the texture
    mAndroidDataHandle = Utils.loadTexture(mLessonSevenActivity, R.drawable.usb_android);
    GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mAndroidDataHandle);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mAndroidDataHandle);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);

    // Initialize the accumulated rotation matrix
    Matrix.setIdentityM(mAccumulatedRotation, 0);
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:57,代码来源:LessonSevenRenderer.java

示例8: initGLComponents

import android.opengl.GLES20; //导入方法依赖的package包/类
public void initGLComponents() {
    mEyeGLProgram = OpenGLUtils.createProgram(EYE_VERTEX_SHADER, EYE_FRAGMENT_SHADER);
    mUIOverlayProgram = OpenGLUtils.createProgram(EYE_VERTEX_SHADER, EYE_FRAGMENT_SHADER);
    if (FISH_EYE_CORRECTION) {
        mSceneGLProgram = OpenGLUtils.createProgram(SCENE_VERTEX_SHADER, SCENE_FRAGMENT_SHADER);
        GLES20.glGenTextures(3, textures, 0);
    }
    else
        GLES20.glGenTextures(2, textures, 0);
    mVideoTexture = textures[0];
    mUIOverlayTexture = textures[1];

    if (FISH_EYE_CORRECTION) {
        mFBOTexture = textures[2];
        
        GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
        if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glActiveTexture");
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFBOTexture);
        
        // set texture parameters
        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_MAG_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR);
    }

    if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("initialization");
    
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("setup");
    
    GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mVideoTexture);
    if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("setup");

    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

    
    GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
    if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("setup");
    
    GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mUIOverlayTexture);
    if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("setup");
    
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

    GLES20.glFrontFace(GLES20.GL_CW);
    GLES20.glEnable(GLES20.GL_SCISSOR_TEST);
}
 
开发者ID:archos-sa,项目名称:aos-Video,代码行数:55,代码来源:StereoDiveEffect.java

示例9: deployFallbackWallpaper

import android.opengl.GLES20; //导入方法依赖的package包/类
private void deployFallbackWallpaper() {
    clearTextures();

    isFallback = true;
    hasOverlay = false;

    Bitmap fallbackBitmap = BackgroundHelper.decodeScaledFromRes(context.getResources(), R.drawable.fallback);

    textures = new int[1];

    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);

    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);
    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);

    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, fallbackBitmap, 0);

    glLayer = new GLLayer();

    loadedWallpaperId = PREF_BACKGROUND_DEFAULT;
}
 
开发者ID:lucasax,项目名称:Zero,代码行数:26,代码来源:MyRenderer.java

示例10: initTexParams

import android.opengl.GLES20; //导入方法依赖的package包/类
static void initTexParams() {
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    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);
}
 
开发者ID:gplibs,项目名称:android-magic-surface-view,代码行数:7,代码来源:GLUtil.java

示例11: loadTexture

import android.opengl.GLES20; //导入方法依赖的package包/类
private void loadTexture(Bitmap bitmap) {
    renderBufferWidth = bitmap.getWidth();
    renderBufferHeight = bitmap.getHeight();
    float maxSize = AndroidUtilities.getPhotoSize();
    if (renderBufferWidth > maxSize || renderBufferHeight > maxSize || orientation % 360 != 0) {
        float scale = 1;
        if (renderBufferWidth > maxSize || renderBufferHeight > maxSize) {
            float scaleX = maxSize / bitmap.getWidth();
            float scaleY = maxSize / bitmap.getHeight();
            if (scaleX < scaleY) {
                renderBufferWidth = (int) maxSize;
                renderBufferHeight = (int) (bitmap.getHeight() * scaleX);
                scale = scaleX;
            } else {
                renderBufferHeight = (int) maxSize;
                renderBufferWidth = (int) (bitmap.getWidth() * scaleY);
                scale = scaleY;
            }
        }

        if (orientation % 360 == 90 || orientation % 360 == 270) {
            int temp = renderBufferWidth;
            renderBufferWidth = renderBufferHeight;
            renderBufferHeight = temp;
        }

        currentBitmap = createBitmap(bitmap, renderBufferWidth, renderBufferHeight, scale);
    }
    GLES20.glGenFramebuffers(3, renderFrameBuffer, 0);
    GLES20.glGenTextures(3, renderTexture, 0);

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[0]);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);

    GLES20.glBindTexture(GL10.GL_TEXTURE_2D, renderTexture[1]);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, currentBitmap, 0);

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[2]);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
}
 
开发者ID:MLNO,项目名称:airgram,代码行数:53,代码来源:PhotoFilterView.java

示例12: drawEnhancePass

import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawEnhancePass() {
    if (!hsvGenerated) {
        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(rgbToHsvShaderProgram);
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[1]);
        GLES20.glUniform1i(rgbToHsvSourceImageHandle, 0);
        GLES20.glEnableVertexAttribArray(rgbToHsvInputTexCoordHandle);
        GLES20.glVertexAttribPointer(rgbToHsvInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
        GLES20.glEnableVertexAttribArray(rgbToHsvPositionHandle);
        GLES20.glVertexAttribPointer(rgbToHsvPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

        ByteBuffer hsvBuffer = ByteBuffer.allocateDirect(renderBufferWidth * renderBufferHeight * 4);
        GLES20.glReadPixels(0, 0, renderBufferWidth, renderBufferHeight, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, hsvBuffer);

        GLES20.glBindTexture(GL10.GL_TEXTURE_2D, enhanceTextures[0]);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, hsvBuffer);

        ByteBuffer buffer = null;
        try {
            buffer = ByteBuffer.allocateDirect(PGPhotoEnhanceSegments * PGPhotoEnhanceSegments * PGPhotoEnhanceHistogramBins * 4);
            Utilities.calcCDT(hsvBuffer, renderBufferWidth, renderBufferHeight, buffer);
        } catch (Exception e) {
            FileLog.e("tmessages", e);
        }

        GLES20.glBindTexture(GL10.GL_TEXTURE_2D, enhanceTextures[1]);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 256, 16, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);

        hsvGenerated = true;
    }

    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, renderFrameBuffer[1]);
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture[1], 0);
    GLES20.glClear(0);

    GLES20.glUseProgram(enhanceShaderProgram);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, enhanceTextures[0]);
    GLES20.glUniform1i(enhanceSourceImageHandle, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, enhanceTextures[1]);
    GLES20.glUniform1i(enhanceInputImageTexture2Handle, 1);
    if (showOriginal) {
        GLES20.glUniform1f(enhanceIntensityHandle, 0);
    } else {
        GLES20.glUniform1f(enhanceIntensityHandle, getEnhanceValue());
    }

    GLES20.glEnableVertexAttribArray(enhanceInputTexCoordHandle);
    GLES20.glVertexAttribPointer(enhanceInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
    GLES20.glEnableVertexAttribArray(enhancePositionHandle);
    GLES20.glVertexAttribPointer(enhancePositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
 
开发者ID:pooyafaroka,项目名称:PlusGram,代码行数:68,代码来源:PhotoFilterView.java


注:本文中的android.opengl.GLES20.glTexParameteri方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。