本文整理汇总了Java中android.opengl.GLES20.glUniform1i方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glUniform1i方法的具体用法?Java GLES20.glUniform1i怎么用?Java GLES20.glUniform1i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.glUniform1i方法的14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: bindShaderValues
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
protected void bindShaderValues() {
mRenderVertices.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, 2, GLES20.GL_FLOAT, false,
8, mRenderVertices);
GLES20.glEnableVertexAttribArray(mPositionHandle);
mTextureVertices[mCurrentRotation].position(0);
GLES20.glVertexAttribPointer(mTextureCoordHandle, 2, GLES20.GL_FLOAT, false,
8, mTextureVertices[mCurrentRotation]);
GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureIn);
GLES20.glUniform1i(mTextureHandle, 0);
mSurfaceTexture.getTransformMatrix(mMatrix);
GLES20.glUniformMatrix4fv(mMatrixHandle, 1, false, mMatrix, 0);
}
示例2: YuvConverter
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* This class should be constructed on a thread that has an active EGL context.
*/
public YuvConverter() {
threadChecker.checkIsOnValidThread();
textureFrameBuffer = new GlTextureFrameBuffer(GLES20.GL_RGBA);
shader = new GlShader(VERTEX_SHADER, FRAGMENT_SHADER);
shader.useProgram();
texMatrixLoc = shader.getUniformLocation("texMatrix");
xUnitLoc = shader.getUniformLocation("xUnit");
coeffsLoc = shader.getUniformLocation("coeffs");
GLES20.glUniform1i(shader.getUniformLocation("oesTex"), 0);
GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
// Initialize vertex shader attributes.
shader.setVertexAttribArray("in_pos", 2, DEVICE_RECTANGLE);
// If the width is not a multiple of 4 pixels, the texture
// will be scaled up slightly and clipped at the right border.
shader.setVertexAttribArray("in_tc", 2, TEXTURE_RECTANGLE);
}
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: 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5: prepareShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private void prepareShader(String fragmentShader, float[] texMatrix) {
final Shader shader;
if (shaders.containsKey(fragmentShader)) {
shader = shaders.get(fragmentShader);
} else {
// Lazy allocation.
shader = new Shader(fragmentShader);
shaders.put(fragmentShader, shader);
shader.glShader.useProgram();
// Initialize fragment shader uniform values.
if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
GLES20.glUniform1i(shader.glShader.getUniformLocation("y_tex"), 0);
GLES20.glUniform1i(shader.glShader.getUniformLocation("u_tex"), 1);
GLES20.glUniform1i(shader.glShader.getUniformLocation("v_tex"), 2);
} else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
GLES20.glUniform1i(shader.glShader.getUniformLocation("rgb_tex"), 0);
} else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) {
GLES20.glUniform1i(shader.glShader.getUniformLocation("oes_tex"), 0);
} else {
throw new IllegalStateException("Unknown fragment shader: " + fragmentShader);
}
GlUtil.checkNoGLES2Error("Initialize fragment shader uniform values.");
// Initialize vertex shader attributes.
shader.glShader.setVertexAttribArray("in_pos", 2, FULL_RECTANGLE_BUF);
shader.glShader.setVertexAttribArray("in_tc", 2, FULL_RECTANGLE_TEX_BUF);
}
shader.glShader.useProgram();
// Copy the texture transformation matrix over.
GLES20.glUniformMatrix4fv(shader.texMatrixLocation, 1, false, texMatrix, 0);
}
示例6: bindTextureOES
import android.opengl.GLES20; //导入方法依赖的package包/类
public static void bindTextureOES(int textureId,int activeTextureID,int handle,int idx){
if (textureId != GLEtc.NO_TEXTURE) {
GLES20.glActiveTexture(activeTextureID);
GLES20.glBindTexture(GLEtc.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(handle, idx);
}
}
示例7: setUniforms
import android.opengl.GLES20; //导入方法依赖的package包/类
public void setUniforms(float[] matrix, int textureId) {
// Pass the matrix into the shader program.
GLES20.glUniformMatrix4fv(mUMatrixLocation, 1, false, matrix, 0);
// Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by
// telling it to read from texture unit 0.
GLES20.glUniform1i(mUTextureUnitLocation, 0);
}
示例8: onDrawArraysPre
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
protected void onDrawArraysPre() {
if (mToneCurveTexture[0] != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mToneCurveTexture[0]);
GLES20.glUniform1i(mToneCurveTextureUniformLocation, 3);
}
}
示例9: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
public int onDrawFrame(final int textureId, final FloatBuffer cubeBuffer,
final FloatBuffer textureBuffer) {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
if (!mIsInitialized) {
return OpenGlUtils.NOT_INIT;
}
cubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0,
textureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
}
onDrawArraysPre();
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
onDrawArraysAfter();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return OpenGlUtils.ON_DRAWN;
}
示例10: drawBlurPass
import android.opengl.GLES20; //导入方法依赖的package包/类
private boolean drawBlurPass() {
if (showOriginal || blurType == 0) {
return false;
}
if (needUpdateBlurTexture) {
GLES20.glUseProgram(blurShaderProgram);
GLES20.glUniform1i(blurSourceImageHandle, 0);
GLES20.glEnableVertexAttribArray(blurInputTexCoordHandle);
GLES20.glVertexAttribPointer(blurInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(blurPositionHandle);
GLES20.glVertexAttribPointer(blurPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexInvertBuffer);
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.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[1]);
GLES20.glUniform1f(blurWidthHandle, 0.0f);
GLES20.glUniform1f(blurHeightHandle, 1.0f / renderBufferHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, renderFrameBuffer[2]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture[2], 0);
GLES20.glClear(0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[0]);
GLES20.glUniform1f(blurWidthHandle, 1.0f / renderBufferWidth);
GLES20.glUniform1f(blurHeightHandle, 0.0f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
needUpdateBlurTexture = false;
}
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);
if (blurType == 1) {
GLES20.glUseProgram(radialBlurShaderProgram);
GLES20.glUniform1i(radialBlurSourceImageHandle, 0);
GLES20.glUniform1i(radialBlurSourceImage2Handle, 1);
GLES20.glUniform1f(radialBlurExcludeSizeHandle, blurExcludeSize);
GLES20.glUniform1f(radialBlurExcludeBlurSizeHandle, blurExcludeBlurSize);
GLES20.glUniform2f(radialBlurExcludePointHandle, blurExcludePoint.x, blurExcludePoint.y);
GLES20.glUniform1f(radialBlurAspectRatioHandle, (float) renderBufferHeight / (float) renderBufferWidth);
GLES20.glEnableVertexAttribArray(radialBlurInputTexCoordHandle);
GLES20.glVertexAttribPointer(radialBlurInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(radialBlurPositionHandle);
GLES20.glVertexAttribPointer(radialBlurPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexInvertBuffer);
} else if (blurType == 2) {
GLES20.glUseProgram(linearBlurShaderProgram);
GLES20.glUniform1i(linearBlurSourceImageHandle, 0);
GLES20.glUniform1i(linearBlurSourceImage2Handle, 1);
GLES20.glUniform1f(linearBlurExcludeSizeHandle, blurExcludeSize);
GLES20.glUniform1f(linearBlurExcludeBlurSizeHandle, blurExcludeBlurSize);
GLES20.glUniform1f(linearBlurAngleHandle, blurAngle);
GLES20.glUniform2f(linearBlurExcludePointHandle, blurExcludePoint.x, blurExcludePoint.y);
GLES20.glUniform1f(linearBlurAspectRatioHandle, (float) renderBufferHeight / (float) renderBufferWidth);
GLES20.glEnableVertexAttribArray(linearBlurInputTexCoordHandle);
GLES20.glVertexAttribPointer(linearBlurInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(linearBlurPositionHandle);
GLES20.glVertexAttribPointer(linearBlurPositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexInvertBuffer);
}
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[1]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[2]);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
return true;
}
示例11: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
void draw() {
EGLDisplay mSavedEglDisplay = EGL14.eglGetCurrentDisplay();
EGLSurface mSavedEglDrawSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_DRAW);
EGLSurface mSavedEglReadSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_READ);
EGLContext mSavedEglContext = EGL14.eglGetCurrentContext();
{
AndroidUntil.checkGlError("draw_S");
if (mRecorderImpl.isFirstSetup()) {
mRecorderImpl.startSwapAsync();
mRecorderImpl.makeCurrent();
AndroidUntil.checkGlError("initGL_S");
mProgram = AndroidUntil.createProgram();
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "position");
maTextCodeHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
muSamplerHandle = GLES20.glGetUniformLocation(mProgram, "uSampler");
muPosMtxHandle = GLES20.glGetUniformLocation(mProgram, "uPosMtx");
Matrix.scaleM(mSymmetryMtx, 0, -1, 1, 1);
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_CULL_FACE);
GLES20.glDisable(GLES20.GL_BLEND);
AndroidUntil.checkGlError("initGL_E");
} else {
mRecorderImpl.makeCurrent();
}
GLES20.glViewport(0, 0, mVideoWidth, mVideoHeight);
GLES20.glClearColor(0f, 0f, 0f, 1f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
mNormalVtxBuf.position(0);
GLES20.glVertexAttribPointer(maPositionHandle,
3, GLES20.GL_FLOAT, false, 4 * 3, mNormalVtxBuf);
GLES20.glEnableVertexAttribArray(maPositionHandle);
mCameraVertexCoordinatesBuffer.position(0);
GLES20.glVertexAttribPointer(maTextCodeHandle,
2, GLES20.GL_FLOAT, false, 4 * 2, mCameraVertexCoordinatesBuffer);
GLES20.glEnableVertexAttribArray(maTextCodeHandle);
GLES20.glUniform1i(muSamplerHandle, 0);
GLES20.glUniformMatrix4fv(muPosMtxHandle, 1, false, mNormalMtx, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFboTexId);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
mRecorderImpl.swapBuffers();
AndroidUntil.checkGlError("draw_E");
}
if (!EGL14.eglMakeCurrent(
mSavedEglDisplay,
mSavedEglDrawSurface,
mSavedEglReadSurface,
mSavedEglContext)) {
throw new RuntimeException("eglMakeCurrent failed");
}
}
示例12: setUniform1i
import android.opengl.GLES20; //导入方法依赖的package包/类
public void setUniform1i(final int programId, final String name, final int intValue) {
int location=GLES20.glGetUniformLocation(programId,name);
GLES20.glUniform1i(location,intValue);
}
示例13: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw() {
if (mTexture == 0) {
mTexture = OpenGLUtils.loadTexture(mResource);
}
if (mProgram == null) {
mProgram = new ImageProgram();
}
setCube();
float translateX = (mPosition.x + mTranslationX) * 2.0f / mViewportSize.x;
float translateY = (-mPosition.y - mTranslationY) * 2.0f / mViewportSize.y;
float[] mvp = new float[16];
Matrix.setIdentityM(mvp, 0);
Matrix.translateM(mMVPMatrix, 0, mvp, 0, translateX, translateY, 0);
mMVPBuffer.position(0);
mMVPBuffer.put(mMVPMatrix).position(0);
GLES20.glUseProgram(mProgram.mProgram);
mCubeBuffer.position(0);
GLES20.glVertexAttribPointer(mProgram.mAPositionHandle, 2, GLES20.GL_FLOAT, false, 0, mCubeBuffer);
GLES20.glEnableVertexAttribArray(mProgram.mAPositionHandle);
mTextureBuffer.position(0);
GLES20.glVertexAttribPointer(mProgram.mATextureCoordinateHandle, 2, GLES20.GL_FLOAT, false, 0, mTextureBuffer);
GLES20.glEnableVertexAttribArray(mProgram.mATextureCoordinateHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexture);
GLES20.glUniform1i(mProgram.mUTextureHandle, 0);
mMVPBuffer.position(0);
GLES20.glUniformMatrix4fv(mProgram.mUMVPMatrixHandle, 1, false, mMVPBuffer);
GLES20.glUniform1f(mProgram.mUOpacityHandle, mOpacity);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mProgram.mAPositionHandle);
GLES20.glDisableVertexAttribArray(mProgram.mATextureCoordinateHandle);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
示例14: 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);
}