| /* |
| * Copyright (C) 2010 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.replica.replicaisland; |
| |
| import java.io.IOException; |
| import java.io.InputStream; |
| |
| import javax.microedition.khronos.opengles.GL10; |
| import javax.microedition.khronos.opengles.GL11; |
| import javax.microedition.khronos.opengles.GL11Ext; |
| |
| import android.content.Context; |
| import android.graphics.Bitmap; |
| import android.graphics.BitmapFactory; |
| import android.opengl.GLU; |
| import android.opengl.GLUtils; |
| |
| /** |
| * The Texture Library manages all textures in the game. Textures are pooled and handed out to |
| * requesting parties via allocateTexture(). However, the texture data itself is not immediately |
| * loaded at that time; it may have already been loaded or it may be loaded in the future via |
| * a call to loadTexture() or loadAllTextures(). This allows Texture objects to be dispersed to |
| * various game systems and while the texture data itself is streamed in or loaded as necessary. |
| */ |
| public class TextureLibrary extends BaseObject { |
| // Textures are stored in a simple hash. This class implements its own array-based hash rather |
| // than using HashMap for performance. |
| Texture[] mTextureHash; |
| int[] mTextureNameWorkspace; |
| int[] mCropWorkspace; |
| static final int DEFAULT_SIZE = 512; |
| static BitmapFactory.Options sBitmapOptions = new BitmapFactory.Options(); |
| |
| public TextureLibrary() { |
| super(); |
| mTextureHash = new Texture[DEFAULT_SIZE]; |
| for (int x = 0; x < mTextureHash.length; x++) { |
| mTextureHash[x] = new Texture(); |
| } |
| |
| mTextureNameWorkspace = new int[1]; |
| mCropWorkspace = new int[4]; |
| |
| sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; |
| } |
| |
| @Override |
| public void reset() { |
| removeAll(); |
| } |
| |
| /** |
| * Creates a Texture object that is mapped to the passed resource id. If a texture has already |
| * been allocated for this id, the previously allocated Texture object is returned. |
| * @param resourceID |
| * @return |
| */ |
| public Texture allocateTexture(int resourceID) { |
| Texture texture = getTextureByResource(resourceID); |
| if (texture == null) { |
| texture = addTexture(resourceID, -1, 0, 0); |
| } |
| |
| return texture; |
| } |
| |
| /** Loads a single texture into memory. Does nothing if the texture is already loaded. */ |
| public Texture loadTexture(Context context, GL10 gl, int resourceID) { |
| Texture texture = allocateTexture(resourceID); |
| texture = loadBitmap(context, gl, texture); |
| return texture; |
| } |
| |
| /** Loads all unloaded textures into OpenGL memory. Already-loaded textures are ignored. */ |
| public void loadAll(Context context, GL10 gl) { |
| for (int x = 0; x < mTextureHash.length; x++) { |
| if (mTextureHash[x].resource != -1 && mTextureHash[x].loaded == false) { |
| loadBitmap(context, gl, mTextureHash[x]); |
| } |
| } |
| } |
| |
| /** Flushes all textures from OpenGL memory */ |
| public void deleteAll(GL10 gl) { |
| for (int x = 0; x < mTextureHash.length; x++) { |
| if (mTextureHash[x].resource != -1 && mTextureHash[x].loaded) { |
| assert mTextureHash[x].name != -1; |
| mTextureNameWorkspace[0] = mTextureHash[x].name; |
| mTextureHash[x].name = -1; |
| mTextureHash[x].loaded = false; |
| gl.glDeleteTextures(1, mTextureNameWorkspace, 0); |
| int error = gl.glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| DebugLog.d("Texture Delete", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + mTextureHash[x].resource); |
| } |
| |
| assert error == GL10.GL_NO_ERROR; |
| } |
| } |
| } |
| |
| /** Marks all textures as unloaded */ |
| public void invalidateAll() { |
| for (int x = 0; x < mTextureHash.length; x++) { |
| if (mTextureHash[x].resource != -1 && mTextureHash[x].loaded) { |
| mTextureHash[x].name = -1; |
| mTextureHash[x].loaded = false; |
| } |
| } |
| } |
| |
| /** Loads a bitmap into OpenGL and sets up the common parameters for 2D texture maps. */ |
| protected Texture loadBitmap(Context context, GL10 gl, Texture texture) { |
| assert gl != null; |
| assert context != null; |
| assert texture != null; |
| if (texture.loaded == false && texture.resource != -1) { |
| gl.glGenTextures(1, mTextureNameWorkspace, 0); |
| |
| int error = gl.glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| DebugLog.d("Texture Load 1", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource); |
| } |
| |
| assert error == GL10.GL_NO_ERROR; |
| |
| int textureName = mTextureNameWorkspace[0]; |
| |
| gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName); |
| |
| error = gl.glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| DebugLog.d("Texture Load 2", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource); |
| } |
| |
| assert error == GL10.GL_NO_ERROR; |
| |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); |
| |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); |
| gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); |
| |
| gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); //GL10.GL_REPLACE); |
| |
| InputStream is = context.getResources().openRawResource(texture.resource); |
| Bitmap bitmap; |
| try { |
| bitmap = BitmapFactory.decodeStream(is); |
| } finally { |
| try { |
| is.close(); |
| } catch (IOException e) { |
| e.printStackTrace(); |
| // Ignore. |
| } |
| } |
| |
| GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); |
| |
| error = gl.glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| DebugLog.d("Texture Load 3", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource); |
| } |
| |
| assert error == GL10.GL_NO_ERROR; |
| |
| mCropWorkspace[0] = 0; |
| mCropWorkspace[1] = bitmap.getHeight(); |
| mCropWorkspace[2] = bitmap.getWidth(); |
| mCropWorkspace[3] = -bitmap.getHeight(); |
| |
| ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, |
| mCropWorkspace, 0); |
| |
| texture.name = textureName; |
| texture.width = bitmap.getWidth(); |
| texture.height = bitmap.getHeight(); |
| |
| bitmap.recycle(); |
| |
| error = gl.glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| DebugLog.d("Texture Load 4", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource); |
| } |
| |
| assert error == GL10.GL_NO_ERROR; |
| |
| texture.loaded = true; |
| |
| } |
| |
| return texture; |
| } |
| |
| public boolean isTextureLoaded(int resourceID) { |
| return getTextureByResource(resourceID) != null; |
| } |
| |
| /** |
| * Returns the texture associated with the passed Android resource ID. |
| * @param resourceID The resource ID of a bitmap defined in R.java. |
| * @return An associated Texture object, or null if there is no associated |
| * texture in the library. |
| */ |
| public Texture getTextureByResource(int resourceID) { |
| int index = getHashIndex(resourceID); |
| int realIndex = findFirstKey(index, resourceID); |
| Texture texture = null; |
| if (realIndex != -1) { |
| texture = mTextureHash[realIndex]; |
| } |
| return texture; |
| } |
| |
| private int getHashIndex(int id) { |
| return id % mTextureHash.length; |
| } |
| |
| /** |
| * Locates the texture in the hash. This hash uses a simple linear probe chaining mechanism: |
| * if the hash slot is occupied by some other entry, the next empty array index is used. |
| * This is O(n) for the worst case (every slot is a cache miss) but the average case is |
| * constant time. |
| * @param startIndex |
| * @param key |
| * @return |
| */ |
| private int findFirstKey(int startIndex, int key) { |
| int index = -1; |
| for (int x = 0; x < mTextureHash.length; x++) { |
| final int actualIndex = (startIndex + x) % mTextureHash.length; |
| if (mTextureHash[actualIndex].resource == key) { |
| index = actualIndex; |
| break; |
| } else if (mTextureHash[actualIndex].resource == -1) { |
| break; |
| } |
| } |
| return index; |
| } |
| |
| /** Inserts a texture into the hash */ |
| protected Texture addTexture(int id, int name, int width, int height) { |
| int index = findFirstKey(getHashIndex(id), -1); |
| Texture texture = null; |
| assert index != -1; |
| |
| if (index != -1) { |
| mTextureHash[index].resource = id; |
| mTextureHash[index].name = name; |
| mTextureHash[index].width = width; |
| mTextureHash[index].height = height; |
| texture = mTextureHash[index]; |
| } |
| |
| return texture; |
| } |
| |
| public void removeAll() { |
| for (int x = 0; x < mTextureHash.length; x++) { |
| mTextureHash[x].reset(); |
| } |
| } |
| |
| } |