/* * 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 #include #include #include #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/ static GLuint loadTexture(const char* name); // Loads a mesh from assets/mesh/ 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