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Java GL10.glBindTexture方法代码示例

本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glBindTexture方法的具体用法?Java GL10.glBindTexture怎么用?Java GL10.glBindTexture使用的例子?那么, 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javax.microedition.khronos.opengles.GL10的用法示例。


在下文中一共展示了GL10.glBindTexture方法的9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: loadGLTexture

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
 * Loads the texture.
 *
 * @param gl
 */
public void loadGLTexture(GL10 gl) {
    if (mBitmap == null) {
        System.out.println("Texture not loaded yet");
        return;
    }
    int[] textures = new int[1];
    gl.glGenTextures(1, textures, 0);
    mTextureId = textures[0];

    gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);

    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);

    // release the bitmap
    mBitmap.recycle();

    loaded();
}
 
开发者ID:ondramisar,项目名称:AdronEngine,代码行数:31,代码来源:Texture.java

示例2: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
    public void draw(GL10 gl) {
        gl.glClearColor(1.0f,1.0f,1.0f,1.0f);
        if(shouldLoadTexture){
            loadTexture(gl);
            shouldLoadTexture = false;
        }
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glEnable(GL10.GL_TEXTURE_2D);
            gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
            gl.glBindTexture(GL10.GL_TEXTURE_2D,mTextureId);
        }
//        gl.glRotatef(180.0f,1,0,0);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glVertexPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
        gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
                GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
//        gl.glDrawArrays(GL10.GL_TRIANGLES,0,4);
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glDisable(GL10.GL_TEXTURE_2D);
        }

    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:27,代码来源:Texture.java

示例3: setup

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void setup(GL10 gl){
	gl.glEnable(GL10.GL_TEXTURE_2D);
	gl.glGenTextures(1, renderTex, 0);// generate texture
	gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
			GL10.GL_CLAMP_TO_EDGE);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
			GL10.GL_CLAMP_TO_EDGE);
	// texBuffer =
	// ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
	// gl.glTexEnvf(GL10.GL_TEXTURE_ENV,
	// GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
	gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texW, texH, 0,
			GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
	gl.glDisable(GL10.GL_TEXTURE_2D);
	//Log.e("Creating", "Creating Texture = " +renderTex[0]);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:22,代码来源:FBO.java

示例4: createBmpTexture

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public int createBmpTexture(GL10 gl, Bitmap bitmap)	{
    int nNextAvailableId = mtextureMgr.getFirstUninitTextureId();
    if (nNextAvailableId >= 0)	{	// -1 means no available texture id.
     //...and bind it to our array
     gl.glBindTexture(GL10.GL_TEXTURE_2D, mtextureMgr.mtextures[nNextAvailableId]);
	
     //Create Nearest Filtered Texture
     gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
     gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
	
     //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
     //gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
     //gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
	
     //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
     GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
     mtextureMgr.markTextureIdUsed(nNextAvailableId);
    }
    return nNextAvailableId;
}
 
开发者ID:woshiwpa,项目名称:SmartMath,代码行数:21,代码来源:OGLChart.java

示例5: loadTexture

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
private void loadTexture(GL10 gl){
    int[] textures = new int[1];
    gl.glGenTextures(1,textures,0);
    mTextureId = textures[0];
    gl.glBindTexture(GL10.GL_TEXTURE_2D,mTextureId);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
    mBitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.ic_launcher);
    GLUtils.texImage2D(GL10.GL_TEXTURE_2D,0,mBitmap,0);
    mBitmap.recycle();
}
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:14,代码来源:Texture.java

示例6: RenderEnd

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void RenderEnd(GL10 gl) {
	((GL11ExtensionPack) gl).glBindFramebufferOES(
			GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

	gl.glEnable(GL10.GL_TEXTURE_2D);
	gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
	gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	gl.glDisable(GL10.GL_TEXTURE_2D);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:11,代码来源:FBO.java

示例7: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
 * same as draw in a Sprite but doesn't render a texture
 * @param gl
 */
@Override
public void draw(GL10 gl) {
    textureCoordinates = Alignment.getVertices(this, Alignment.LEFT_TOP);
    ByteBuffer byteBuf = ByteBuffer.allocateDirect(textureCoordinates.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());

    mTextureBuffer = byteBuf.asFloatBuffer();
    mTextureBuffer.put(textureCoordinates);
    mTextureBuffer.position(0);

    float vertices[] = Alignment.getVertices(this, Alignment.LEFT_TOP);

    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    vbb.order(ByteOrder.nativeOrder());

    vertexBuffer = vbb.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
    ibb.order(ByteOrder.nativeOrder());

    indexBuffer = ibb.asShortBuffer();
    indexBuffer.put(indices);
    indexBuffer.position(0);

    gl.glEnable(GL_BLEND);
    gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    gl.glColor4f(red / 100, green / 100, blue / 100, alpha / 100);

    gl.glFrontFace(GL10.GL_CCW);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glCullFace(GL10.GL_BACK);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);


    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);


    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glDisable(GL10.GL_CULL_FACE);
}
 
开发者ID:ondramisar,项目名称:AdronEngine,代码行数:56,代码来源:HitBox.java

示例8: render

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
void render(GL10 gl, boolean DrawDest) {

		if (DRAW_TEXTURE && mPage.getTexturesChanged()) {
			mPage.recycle();
			reset();
		}
		// Some 'global' settings.
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

		if (DRAW_TEXTURE) {
			gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
			gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mBufTexCoords);
		}
		gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufVertices);
		// Enable color array.
		gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
		gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors);
		gl.glDisable(GL10.GL_LIGHTING);
		gl.glDisable(GL10.GL_TEXTURE_2D);
		if (!DRAW_TEXTURE) {
			// inja khasiate transparent ro faAl mikonim ke betoonim too
			// CurlPage be kaaghaz alpha bedim
			gl.glEnable(GL10.GL_BLEND);
			gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
		}
		// Draw front facing texture.
		if (DRAW_TEXTURE) {
			gl.glEnable(GL10.GL_BLEND);
			gl.glEnable(GL10.GL_TEXTURE_2D);
			gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
			gl.glBlendFunc(GL10.GL_ONE_MINUS_DST_ALPHA, GL10.GL_ZERO);
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
			gl.glDisable(GL10.GL_BLEND);
			gl.glDisable(GL10.GL_TEXTURE_2D);
		}

		int backStartIdx = Math.max(0, mVerticesCountFront - 2);
		int backCount = mVerticesCountFront + mVerticesCountBack - backStartIdx;

		// Draw back facing blank vertices.
		if (!DRAW_TEXTURE) {
			// Added At 5/6/1394
			gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
		}

		// Draw back facing texture.
		if (DRAW_TEXTURE) {
			gl.glEnable(GL10.GL_BLEND);
			gl.glEnable(GL10.GL_TEXTURE_2D);
			gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
			// Changed with gl.glBlendFunc(GLES10.GL_SRC_ALPHA,
			// GLES10.GL_ONE_MINUS_SRC_ALPHA); At 5/6/1394
			gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
			gl.glDisable(GL10.GL_BLEND);
			gl.glDisable(GL10.GL_TEXTURE_2D);
		}

		// Disable textures and color array.
		gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
		gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
		
		if (DRAW_POLYGON_OUTLINES_FRONT) {
			gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
			gl.glLineWidth(3.0f);
			gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufOutFront);
			gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mOutFrontCount);
		}
		if (DRAW_DEST_POLY && DrawDest) {
			gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			gl.glLineWidth(5.0f);
			gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufDestVertices);
			gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mDesPoly.getNumPoints());

		}

		gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
		gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:82,代码来源:CurlMesh.java

示例9: applyRectTexture

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
   * convert a rectangle bitmap texture and apply it to a rectangle,
   * note that order of pnts is top left -> top right -> bottom left -> bottom right
   */
  public void applyRectTexture(GL10 gl, Position3D[] pnts, int nTextureId) {    //a 4 point rectangle.

  	if (nTextureId < 0 || nTextureId >= NUMBER_OF_TEXTURES)	{
  		return;	// invalid texture
  	}
      // apply the texture
      FloatBuffer vertexBuffer;    // buffer holding the vertices
      float vertices[] = {
              (float)pnts[0].getX(), (float)pnts[0].getY(), (float)pnts[0].getZ(),    // bottom left
              (float)pnts[1].getX(), (float)pnts[1].getY(), (float)pnts[1].getZ(),    // top left
              (float)pnts[2].getX(), (float)pnts[2].getY(), (float)pnts[2].getZ(),    // bottom right
              (float)pnts[3].getX(), (float)pnts[3].getY(), (float)pnts[3].getZ(),    // top right
      };

      FloatBuffer textureBuffer;    // buffer holding the texture coordinates
      float texture[] = {           
              // Mapping coordinates for the vertices
              0.0f, 1.0f,        // top left
              0.0f, 0.0f,        // bottom left
              1.0f, 1.0f,        // top right
              1.0f, 0.0f        // bottom right
      };
      // a float has 4 bytes so we allocate for each coordinate 4 bytes
      ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
      byteBuffer.order(ByteOrder.nativeOrder());
     
      // allocates the memory from the byte buffer
      vertexBuffer = byteBuffer.asFloatBuffer();
     
      // fill the vertexBuffer with the vertices
      vertexBuffer.put(vertices);
     
      // set the cursor position to the beginning of the buffer
      vertexBuffer.position(0);
     
      byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
      byteBuffer.order(ByteOrder.nativeOrder());
      textureBuffer = byteBuffer.asFloatBuffer();
      textureBuffer.put(texture);
      textureBuffer.position(0);

// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
     
      // Point to our buffers
      gl.glEnable(GL10.GL_TEXTURE_2D);            //Enable Texture Mapping ( NEW )
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//gl.glBlendFunc(GL10.GL_ZERO, GL10.GL_ONE);
      gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
      gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);	// was GL10.GL_REPLACE
     
      //...and bind it to our array
      gl.glBindTexture(GL10.GL_TEXTURE_2D, mtextureMgr.mtextures[nTextureId]);
      
      gl.glColor4f(0f, 0f, 0f, 0f);
     
      // Point to our vertex buffer
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
      gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
     
      // Draw the vertices as triangle strip
      gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

      //Disable the client state before leaving
      gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
      gl.glDisable(GL10.GL_BLEND);
      gl.glDisable(GL10.GL_TEXTURE_2D);            //Disable Texture Mapping ( NEW )
  }
 
开发者ID:woshiwpa,项目名称:SmartMath,代码行数:76,代码来源:OGLChart.java


注:本文中的javax.microedition.khronos.opengles.GL10.glBindTexture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。