/* * Copyright (C) 2008 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.apis.graphics; import java.io.ByteArrayInputStream; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.opengl.ETC1Util; import android.opengl.GLES10; import android.opengl.GLSurfaceView; import android.os.Bundle; import android.util.Log; import com.example.android.apis.R; /** * Demonstrate how to use ETC1 format compressed textures. * This sample can be recompiled to use either resource-based * textures (compressed offline using the etc1tool), or * textures created on the fly by compressing images. * */ public class CompressedTextureActivity extends Activity { private final static String TAG = "CompressedTextureActivity"; /** * Choose between creating a compressed texture on the fly or * loading a compressed texture from a resource. */ private final static boolean TEST_CREATE_TEXTURE = false; /** * When creating a compressed texture on the fly, choose * whether or not to use the i/o stream APIs. */ private final static boolean USE_STREAM_IO = false; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLView = new GLSurfaceView(this); mGLView.setEGLConfigChooser(false); StaticTriangleRenderer.TextureLoader loader; if (TEST_CREATE_TEXTURE) { loader = new SyntheticCompressedTextureLoader(); } else { loader = new CompressedTextureLoader(); } mGLView.setRenderer(new StaticTriangleRenderer(this, loader)); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); mGLView.onPause(); } @Override protected void onResume() { super.onResume(); mGLView.onResume(); } /** * Demonstrate how to load a compressed texture from an APK resource. * */ private class CompressedTextureLoader implements StaticTriangleRenderer.TextureLoader { public void load(GL10 gl) { Log.w(TAG, "ETC1 texture support: " + ETC1Util.isETC1Supported()); InputStream input = getResources().openRawResource(R.raw.androids); try { ETC1Util.loadTexture(GLES10.GL_TEXTURE_2D, 0, 0, GLES10.GL_RGB, GLES10.GL_UNSIGNED_SHORT_5_6_5, input); } catch (IOException e) { Log.w(TAG, "Could not load texture: " + e); } finally { try { input.close(); } catch (IOException e) { // ignore exception thrown from close. } } } } /** * Demonstrate how to create a compressed texture on the fly. */ private class SyntheticCompressedTextureLoader implements StaticTriangleRenderer.TextureLoader { public void load(GL10 gl) { int width = 128; int height = 128; Buffer image = createImage(width, height); ETC1Util.ETC1Texture etc1Texture = ETC1Util.compressTexture(image, width, height, 3, 3 * width); if (USE_STREAM_IO) { // Test the ETC1Util APIs for reading and writing compressed textures to I/O streams. try { ByteArrayOutputStream bos = new ByteArrayOutputStream(); ETC1Util.writeTexture(etc1Texture, bos); ByteArrayInputStream bis = new ByteArrayInputStream(bos.toByteArray()); ETC1Util.loadTexture(GLES10.GL_TEXTURE_2D, 0, 0, GLES10.GL_RGB, GLES10.GL_UNSIGNED_SHORT_5_6_5, bis); } catch (IOException e) { Log.w(TAG, "Could not load texture: " + e); } } else { ETC1Util.loadTexture(GLES10.GL_TEXTURE_2D, 0, 0, GLES10.GL_RGB, GLES10.GL_UNSIGNED_SHORT_5_6_5, etc1Texture); } } private Buffer createImage(int width, int height) { int stride = 3 * width; ByteBuffer image = ByteBuffer.allocateDirect(height * stride) .order(ByteOrder.nativeOrder()); // Fill with a pretty "munching squares" pattern: for (int t = 0; t < height; t++) { byte red = (byte)(255-2*t); byte green = (byte)(2*t); byte blue = 0; for (int x = 0; x < width; x++) { int y = x ^ t; image.position(stride*y+x*3); image.put(red); image.put(green); image.put(blue); } } image.position(0); return image; } } private GLSurfaceView mGLView; }