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/*
* Copyright (C) 2013 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.
*/
#ifndef GLUTILS_H
#define GLUTILS_H
#include <jni.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "Mesh.h"
class GLUtils {
public:
static void setEnvAndAssetManager(JNIEnv* env, jobject assetManager);
// Loads a file from assets/path into a char array.
static char* openTextFile(const char* path);
// Loads a texture from assets/texture/<name>
static GLuint loadTexture(const char* name);
// Loads a mesh from assets/mesh/<name>
static Mesh* loadMesh(const char* name);
// Creates a program with the given vertex and fragment shader source code.
static GLuint createProgram(const char** vertexSource, const char** fragmentSource);
static double currentTimeMillis();
// Rounds a number up to the smallest power of 2 that is greater than the original number.
static int roundUpToSmallestPowerOf2(int x);
static const int RANDOM_FILL = -1;
// Generates a texture of the given dimensions. The texture can either be filled with the
// specified fill color, else if RANDOM_FILL is passed in the texture will be filled with
// random values.
static GLuint genTexture(int texWidth, int texHeight, int fill);
static bool createFBO(GLuint& fboId, GLuint& rboId, GLuint& cboId, int width, int height);
};
#endif