Main.java Source code

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Here is the source code for Main.java

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//package com.java2s;
/* Copyright_License {
    
 XCSoar Glide Computer - http://www.xcsoar.org/
 Copyright (C) 2000-2016 The XCSoar Project
 A detailed list of copyright holders can be found in the file "AUTHORS".
    
 This program is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License
 as published by the Free Software Foundation; either version 2
 of the License, or (at your option) any later version.
    
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.
    
 You should have received a copy of the GNU General Public License
 along with this program; if not, write to the Free Software
 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 }
 */

import android.graphics.Bitmap;

import static android.opengl.GLES11.*;
import android.opengl.GLUtils;

public class Main {
    /**
     * Initialize the current texture and load the specified Bitmap into
     * it.
     */
    private static boolean loadTexture(Bitmap bmp, int allocated_width, int allocated_height) {
        int internalFormat, format, type;
        int unpackAlignment;

        switch (bmp.getConfig()) {
        case ARGB_4444:
        case ARGB_8888:
            internalFormat = format = GL_RGBA;
            type = GL_UNSIGNED_BYTE;
            unpackAlignment = 4;
            break;

        case RGB_565:
            internalFormat = format = GL_RGB;
            type = GL_UNSIGNED_SHORT_5_6_5;
            unpackAlignment = 2;
            break;

        case ALPHA_8:
            internalFormat = format = GL_ALPHA;
            type = GL_UNSIGNED_BYTE;
            unpackAlignment = 1;
            break;

        default:
            return false;
        }

        /* create an empty texture, and load the Bitmap into it */

        glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, allocated_width, allocated_height, 0, format, type, null);
        glPixelStorei(GL_UNPACK_ALIGNMENT, unpackAlignment);
        GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bmp, format, type);
        return true;
    }
}