use of java.nio.IntBuffer in project StickerCamera by Skykai521.
the class PixelBuffer method convertToBitmap.
private void convertToBitmap() {
int[] iat = new int[mWidth * mHeight];
IntBuffer ib = IntBuffer.allocate(mWidth * mHeight);
mGL.glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, ib);
int[] ia = ib.array();
// image.
for (int i = 0; i < mHeight; i++) {
for (int j = 0; j < mWidth; j++) {
iat[(mHeight - i - 1) * mWidth + j] = ia[i * mWidth + j];
}
}
mBitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
mBitmap.copyPixelsFromBuffer(IntBuffer.wrap(iat));
}
use of java.nio.IntBuffer in project robotium by RobotiumTech.
the class GLRenderWrapper method savePixels.
/**
* Extract the bitmap from OpenGL
*
* @param x the start column
* @param y the start line
* @param w the width of the bitmap
* @param h the height of the bitmap
* @param gl the current GL reference
*/
private static Bitmap savePixels(int x, int y, int w, int h, GL10 gl) {
int[] b = new int[w * (y + h)];
int[] bt = new int[w * h];
IntBuffer ib = IntBuffer.wrap(b);
ib.position(0);
gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib);
for (int i = 0, k = 0; i < h; i++, k++) {
// and so, some correction need.
for (int j = 0; j < w; j++) {
int pix = b[i * w + j];
int pb = (pix >> 16) & 0xff;
int pr = (pix << 16) & 0x00ff0000;
int pix1 = (pix & 0xff00ff00) | pr | pb;
bt[(h - k - 1) * w + j] = pix1;
}
}
Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
return sb;
}
use of java.nio.IntBuffer in project MinecraftForge by MinecraftForge.
the class TextureDump method saveGlTexture.
public static void saveGlTexture(String name, int textureId, int mipmapLevels) {
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1);
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
for (int level = 0; level <= mipmapLevels; level++) {
int width = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, level, GL11.GL_TEXTURE_WIDTH);
int height = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, level, GL11.GL_TEXTURE_HEIGHT);
int size = width * height;
BufferedImage bufferedimage = new BufferedImage(width, height, 2);
File output = new File("texture_atlas_dump_" + name + "_mipmap_" + level + ".png");
IntBuffer buffer = BufferUtils.createIntBuffer(size);
int[] data = new int[size];
GL11.glGetTexImage(GL11.GL_TEXTURE_2D, level, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
buffer.get(data);
bufferedimage.setRGB(0, 0, width, height, data, 0, width);
try {
ImageIO.write(bufferedimage, "png", output);
FMLLog.info("[TextureDump] Exported png to: %s", output.getAbsolutePath());
} catch (IOException ioexception) {
FMLLog.info("[TextureDump] Unable to write: ", ioexception);
}
}
}
use of java.nio.IntBuffer in project jmonkeyengine by jMonkeyEngine.
the class LodGenerator method makeLod.
private VertexBuffer makeLod(Mesh mesh) {
VertexBuffer indexBuffer = mesh.getBuffer(VertexBuffer.Type.Index);
boolean isShortBuffer = indexBuffer.getFormat() == VertexBuffer.Format.UnsignedShort;
// Create buffers.
VertexBuffer lodBuffer = new VertexBuffer(VertexBuffer.Type.Index);
int bufsize = indexCount == 0 ? 3 : indexCount;
if (isShortBuffer) {
lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedShort, BufferUtils.createShortBuffer(bufsize));
} else {
lodBuffer.setupData(VertexBuffer.Usage.Static, 3, VertexBuffer.Format.UnsignedInt, BufferUtils.createIntBuffer(bufsize));
}
lodBuffer.getData().rewind();
//Check if we should fill it with a "dummy" triangle.
if (indexCount == 0) {
if (isShortBuffer) {
for (int m = 0; m < 3; m++) {
((ShortBuffer) lodBuffer.getData()).put((short) 0);
}
} else {
for (int m = 0; m < 3; m++) {
((IntBuffer) lodBuffer.getData()).put(0);
}
}
}
// Fill buffers.
Buffer buf = lodBuffer.getData();
buf.rewind();
for (Triangle triangle : triangleList) {
if (!triangle.isRemoved) {
// assert (indexCount != 0);
if (isShortBuffer) {
for (int m = 0; m < 3; m++) {
((ShortBuffer) buf).put((short) triangle.vertexId[m]);
}
} else {
for (int m = 0; m < 3; m++) {
((IntBuffer) buf).put(triangle.vertexId[m]);
}
}
}
}
buf.clear();
lodBuffer.updateData(buf);
return lodBuffer;
}
use of java.nio.IntBuffer in project jmonkeyengine by jMonkeyEngine.
the class ObjectHelper method flipMeshIfRequired.
/**
* The method flips the mesh if the scale is mirroring it. Mirroring scale has either 1 or all 3 factors negative.
* If two factors are negative then there is no mirroring because a rotation and translation can be found that will
* lead to the same transform when all scales are positive.
*
* @param geometry
* the geometry that is being flipped if necessary
* @param scale
* the scale vector of the given geometry
*/
private void flipMeshIfRequired(Geometry geometry, Vector3f scale) {
float s = scale.x * scale.y * scale.z;
if (s < 0 && geometry.getMesh() != null) {
// negative s means that the scale is mirroring the object
FloatBuffer normals = geometry.getMesh().getFloatBuffer(Type.Normal);
if (normals != null) {
for (int i = 0; i < normals.limit(); i += 3) {
if (scale.x < 0) {
normals.put(i, -normals.get(i));
}
if (scale.y < 0) {
normals.put(i + 1, -normals.get(i + 1));
}
if (scale.z < 0) {
normals.put(i + 2, -normals.get(i + 2));
}
}
}
if (geometry.getMesh().getMode() == Mode.Triangles) {
// there is no need to flip the indexes for lines and points
LOGGER.finer("Flipping index order in triangle mesh.");
Buffer indexBuffer = geometry.getMesh().getBuffer(Type.Index).getData();
for (int i = 0; i < indexBuffer.limit(); i += 3) {
if (indexBuffer instanceof ShortBuffer) {
short index = ((ShortBuffer) indexBuffer).get(i + 1);
((ShortBuffer) indexBuffer).put(i + 1, ((ShortBuffer) indexBuffer).get(i + 2));
((ShortBuffer) indexBuffer).put(i + 2, index);
} else {
int index = ((IntBuffer) indexBuffer).get(i + 1);
((IntBuffer) indexBuffer).put(i + 1, ((IntBuffer) indexBuffer).get(i + 2));
((IntBuffer) indexBuffer).put(i + 2, index);
}
}
}
}
}
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