OpenGL ES生成安卓手机中常见的三种压缩纹理:PF_ETC2_R11,PF_ETC2_RGB,PE_ETC2_RGBA

  1. 特别注意glCompressedTexImage2D中参数ImageSize和Widht,Height必须一一对应,否则会生成失败,对应规则如下表:

     2. 直接上源码:

int genETCR11Tex(int vWidth, int vHeight){

    int Width = vWidth, Height = vHeight;

    GLuint TextureID[1];
    glGenTextures(1, TextureID);

    unsigned char* pData = new unsigned char[Width*Height];

    glBindTexture(GL_TEXTURE_2D, TextureID[0]);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_R11_EAC, Width, Height, 0, (Width / 4) * (Height /4) * 8, pData);

    glBindTexture(GL_TEXTURE_2D, 0);

    delete pData;

    return TextureID[0];
}
int genETCRGBTex(int vWidth, int vHeight){

    int Width = vWidth, Height = vHeight;

    GLuint TextureID[1];
    glGenTextures(1, TextureID);

    unsigned char* pData = new unsigned char[Width*Height];

    glBindTexture(GL_TEXTURE_2D, TextureID[0]);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, Width, Height, 0, (Width / 4) * (Height / 4) * 8, pData);

    glBindTexture(GL_TEXTURE_2D, 0);

    delete pData;

    return TextureID[0];
}
int genETCRGBATex(int vWidth, int vHeight){

    int Width = vWidth, Height = vHeight;

    GLuint TextureID[1];
    glGenTextures(1, TextureID);

    unsigned char* pData = new unsigned char[Width*Height];

    glBindTexture(GL_TEXTURE_2D, TextureID[0]);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA8_ETC2_EAC, Width, Height, 0, Width * Height, pData);


    glBindTexture(GL_TEXTURE_2D, 0);

    delete pData;

    return TextureID[0];
}

 

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