[Java] [OpenGL ES3.2] 纹理

Texture.java

package com.Diamond.gl05;

import android.opengl.GLES32;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import java.io.InputStream;
import java.io.IOException;

public class Texture {
    private int mTextureID;
	private int mMinFilter;
	private int mMagFilter;
	private int mWrapS;
	private int mWrapT;
	private int mType;
	private int mIndex;
	
	public Texture(String path,int type,int index) {
		mTextureID = genTexture();
		
		mType = type;
		mIndex = index;
		mMinFilter = GLES32.GL_NEAREST;
		mMagFilter = GLES32.GL_NEAREST;
		mWrapS = GLES32.GL_REPEAT;
		mWrapT = GLES32.GL_REPEAT;
		
		texParameter(mType,new int[]{mMinFilter,mMagFilter,mWrapS,mWrapT});
		
		Bitmap bitmap = BitmapFactory.decodeFile(path);
		texImage(mType,bitmap);
		bitmap.recycle();
	}
	public Texture(String path,int type,int index,int[] parameters) {
		mTextureID = genTexture();
		
		mType = type;
		mIndex = index;
		mMinFilter = parameters[0];
		mMagFilter = parameters[1];
		mWrapS = parameters[2];
		mWrapT = parameters[3];
		
		GLES32.glBindTexture(mType,mTextureID);
		texParameter(mType,parameters);
		
		Bitmap bitmap = BitmapFactory.decodeFile(path);
		texImage(mType,bitmap);
		bitmap.recycle();
	}
	public Texture(InputStream is,int type,int index) {
		mTextureID = genTexture();
		
		mType = type;
		mIndex = index;
		mMinFilter = GLES32.GL_NEAREST;
		mMagFilter = GLES32.GL_NEAREST;
		mWrapS = GLES32.GL_REPEAT;
		mWrapT = GLES32.GL_REPEAT;
		
		GLES32.glBindTexture(mType,mTextureID);
		texParameter(mType,new int[]{mMinFilter,mMagFilter,mWrapS,mWrapT});
		
		Bitmap bitmap = BitmapFactory.decodeStream(is);
		texImage(mType,bitmap);
		bitmap.recycle();
	}
	public Texture(InputStream is,int type,int index,int[] parameters) {
		mTextureID = genTexture();
		
		mType = type;
		mIndex = index;
		mMinFilter = parameters[0];
		mMagFilter = parameters[1];
		mWrapS = parameters[2];
		mWrapT = parameters[3];
		
		GLES32.glBindTexture(mType,mTextureID);
		texParameter(mType,parameters);
		
		Bitmap bitmap = BitmapFactory.decodeStream(is);
		texImage(mType,bitmap);
		bitmap.recycle();
	}
	
	public static void texParameter(int type,int[] parameters) {
		GLES32.glTexParameterf(type,GLES32.GL_TEXTURE_MIN_FILTER,parameters[0]);
		GLES32.glTexParameterf(type,GLES32.GL_TEXTURE_MAG_FILTER,parameters[1]);
		GLES32.glTexParameterf(type,GLES32.GL_TEXTURE_WRAP_S,parameters[2]);
		GLES32.glTexParameterf(type,GLES32.GL_TEXTURE_WRAP_T,parameters[3]);
	}
	public static void texImage(int type,Bitmap bitmap) {
		switch(type) {
			case GLES32.GL_TEXTURE_2D:
				GLUtils.texImage2D(GLES32.GL_TEXTURE_2D,0,bitmap,0);
				break;
		}
	}
	public static int genTexture() {
		int[] texture = new int[1];
		GLES32.glGenTextures(1,texture,0);
		return texture[0];
	}
	
	public Texture activeTexture() {
		GLES32.glActiveTexture(GLES32.GL_TEXTURE0 + mIndex);
		return this;
	}
	public Texture bindTexture() {
		GLES32.glBindTexture(mType,mTextureID);
		return this;
	}
}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值