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Revision e6519ac8

Added by Leszek Koltunski about 6 years ago

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

View differences:

src/main/java/org/distorted/library/main/DistortedTexture.java
23 23
import android.graphics.Canvas;
24 24
import android.graphics.Matrix;
25 25
import android.graphics.Paint;
26
import android.opengl.GLES30;
26
import android.opengl.GLES31;
27 27
import android.opengl.GLUtils;
28 28

  
29 29
///////////////////////////////////////////////////////////////////////////////////////////////////
......
64 64
      if( mColorCreated==NOT_CREATED_YET )
65 65
        {
66 66
        mColorCreated = CREATED;
67
        GLES30.glGenTextures(1, mColorH, 0);
68
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
69
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
70
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
71
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
72
        GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
73
        GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
67
        GLES31.glGenTextures(1, mColorH, 0);
68
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
69
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_LINEAR );
70
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR );
71
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_CLAMP_TO_EDGE );
72
        GLES31.glTexParameteri ( GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_CLAMP_TO_EDGE );
73
        GLUtils.texImage2D(GLES31.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
74 74
        }
75 75
      else
76 76
        {
77
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
78
        GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
77
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
78
        GLUtils.texSubImage2D(GLES31.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
79 79
        }
80 80

  
81 81
      mBmp = null;
......
89 89
    {
90 90
    if( mColorH[0]>0 )
91 91
      {
92
      GLES30.glDeleteTextures(1, mColorH, 0);
92
      GLES31.glDeleteTextures(1, mColorH, 0);
93 93
      mColorH[0] = 0;
94 94
      mColorCreated = NOT_CREATED_YET;
95 95
      }
......
139 139
    {
140 140
    if( mColorH[0]>0 )
141 141
      {
142
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
143
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
142
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
143
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[0]);
144 144
      return true;
145 145
      }
146 146

  

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