Substitute VBO for vertex array

Signed-off-by: Leo Ma <begeekmyfriend@gmail.com>
camera2
Leo Ma 9 years ago
parent 6476e13a72
commit 89df395ffc

@ -35,15 +35,17 @@ import java.util.LinkedList;
public class GPUImageFilter {
private boolean mIsInitialized;
private MagicFilterType mType = MagicFilterType.NONE;
private final LinkedList<Runnable> mRunOnDraw;
private final String mVertexShader;
private final String mFragmentShader;
private int mGLProgId;
private int mGLAttribPosition;
private int mGLUniformTexture;
private int mGLAttribTextureCoordinate;
private int mGLTextureTransformMatrixLocation;
private int mGLPositionIndex;
private int mGLInputImageTextureIndex;
private int mGLTextureCoordinateIndex;
private int mGLTextureTransformIndex;
protected int mInputWidth;
protected int mInputHeight;
@ -51,11 +53,14 @@ public class GPUImageFilter {
protected int mOutputHeight;
protected FloatBuffer mGLCubeBuffer;
protected FloatBuffer mGLTextureBuffer;
private IntBuffer mGLFboBuffer;
private boolean mIsInitialized;
private int[] mGLCubeId;
private int[] mGLTextureId;
private float[] mGLTextureTransformMatrix;
private int[] mFrameBuffers;
private int[] mFrameBufferTextures;
private int[] mGLFboId;
private int[] mGLFboTextureId;
private IntBuffer mGLFboBuffer;
public GPUImageFilter() {
this(MagicFilterType.NONE);
@ -93,11 +98,12 @@ public class GPUImageFilter {
}
protected void onInit() {
initVbo();
mGLProgId = OpenGlUtils.loadProgram(mVertexShader, mFragmentShader);
mGLAttribPosition = GLES20.glGetAttribLocation(mGLProgId, "position");
mGLAttribTextureCoordinate = GLES20.glGetAttribLocation(mGLProgId,"inputTextureCoordinate");
mGLTextureTransformMatrixLocation = GLES20.glGetUniformLocation(mGLProgId, "textureTransform");
mGLUniformTexture = GLES20.glGetUniformLocation(mGLProgId, "inputImageTexture");
mGLPositionIndex = GLES20.glGetAttribLocation(mGLProgId, "position");
mGLTextureCoordinateIndex = GLES20.glGetAttribLocation(mGLProgId,"inputTextureCoordinate");
mGLTextureTransformIndex = GLES20.glGetUniformLocation(mGLProgId, "textureTransform");
mGLInputImageTextureIndex = GLES20.glGetUniformLocation(mGLProgId, "inputImageTexture");
}
protected void onInitialized() {
@ -107,6 +113,7 @@ public class GPUImageFilter {
public final void destroy() {
mIsInitialized = false;
destroyFboTexture();
destoryVbo();
GLES20.glDeleteProgram(mGLProgId);
onDestroy();
}
@ -125,37 +132,61 @@ public class GPUImageFilter {
mOutputHeight = height;
}
private void initVbo() {
mGLCubeId = new int[1];
mGLTextureId = new int[1];
GLES20.glGenBuffers(1, mGLCubeId, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mGLCubeBuffer.capacity() * 4, mGLCubeBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glGenBuffers(1, mGLTextureId, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mGLTextureBuffer.capacity() * 4, mGLTextureBuffer, GLES20.GL_STATIC_DRAW);
}
private void destoryVbo() {
if (mGLCubeId != null) {
GLES20.glDeleteBuffers(1, mGLCubeId, 0);
mGLCubeId = null;
}
if (mGLTextureId != null) {
GLES20.glDeleteBuffers(1, mGLTextureId, 0);
mGLTextureId = null;
}
}
private void initFboTexture(int width, int height) {
if (mFrameBuffers != null && (mInputWidth != width || mInputHeight != height)) {
if (mGLFboId != null && (mInputWidth != width || mInputHeight != height)) {
destroyFboTexture();
}
mFrameBuffers = new int[1];
mFrameBufferTextures = new int[1];
mGLFboId = new int[1];
mGLFboTextureId = new int[1];
mGLFboBuffer = IntBuffer.allocate(width * height);
GLES20.glGenFramebuffers(1, mFrameBuffers, 0);
GLES20.glGenTextures(1, mFrameBufferTextures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFrameBufferTextures[0]);
GLES20.glGenFramebuffers(1, mGLFboId, 0);
GLES20.glGenTextures(1, mGLFboTextureId, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mGLFboTextureId[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mFrameBufferTextures[0], 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mGLFboId[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mGLFboTextureId[0], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
private void destroyFboTexture() {
if (mFrameBufferTextures != null) {
GLES20.glDeleteTextures(1, mFrameBufferTextures, 0);
mFrameBufferTextures = null;
if (mGLFboTextureId != null) {
GLES20.glDeleteTextures(1, mGLFboTextureId, 0);
mGLFboTextureId = null;
}
if (mFrameBuffers != null) {
GLES20.glDeleteFramebuffers(1, mFrameBuffers, 0);
mFrameBuffers = null;
if (mGLFboId != null) {
GLES20.glDeleteFramebuffers(1, mGLFboId, 0);
mGLFboId = null;
}
}
@ -167,15 +198,16 @@ public class GPUImageFilter {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glEnableVertexAttribArray(mGLPositionIndex);
GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, cubeBuffer);
GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, textureBuffer);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glUniform1i(mGLInputImageTextureIndex, 0);
}
onDrawArraysPre();
@ -184,8 +216,8 @@ public class GPUImageFilter {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLPositionIndex);
GLES20.glDisableVertexAttribArray(mGLTextureCoordinateIndex);
return OpenGlUtils.ON_DRAWN;
}
@ -198,16 +230,20 @@ public class GPUImageFilter {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mGLTextureTransformMatrixLocation, 1, false, mGLTextureTransformMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
GLES20.glEnableVertexAttribArray(mGLPositionIndex);
GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glUniform1i(mGLInputImageTextureIndex, 0);
}
onDrawArraysPre();
@ -216,8 +252,10 @@ public class GPUImageFilter {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLPositionIndex);
GLES20.glDisableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return OpenGlUtils.ON_DRAWN;
}
@ -230,16 +268,20 @@ public class GPUImageFilter {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mGLTextureTransformMatrixLocation, 1, false, mGLTextureTransformMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
GLES20.glEnableVertexAttribArray(mGLPositionIndex);
GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glUniform1i(mGLInputImageTextureIndex, 0);
}
onDrawArraysPre();
@ -248,8 +290,10 @@ public class GPUImageFilter {
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLPositionIndex);
GLES20.glDisableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return OpenGlUtils.ON_DRAWN;
}
@ -258,28 +302,32 @@ public class GPUImageFilter {
if (!mIsInitialized) {
return OpenGlUtils.NOT_INIT;
}
if (mFrameBuffers == null) {
if (mGLFboId == null) {
return OpenGlUtils.NO_TEXTURE;
}
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mGLTextureTransformMatrixLocation, 1, false, mGLTextureTransformMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
GLES20.glEnableVertexAttribArray(mGLPositionIndex);
GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glUniform1i(mGLInputImageTextureIndex, 0);
}
onDrawArraysPre();
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[0]);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mGLFboId[0]);
GLES20.glViewport(0, 0, mInputWidth, mInputHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glViewport(0, 0, mOutputWidth, mOutputHeight);
@ -290,38 +338,44 @@ public class GPUImageFilter {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLPositionIndex);
GLES20.glDisableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return mFrameBufferTextures[0];
return mGLFboTextureId[0];
}
public int onDrawToTextureOES(int textureId) {
if (!mIsInitialized) {
return OpenGlUtils.NOT_INIT;
}
if (mFrameBuffers == null) {
if (mGLFboId == null) {
return OpenGlUtils.NO_TEXTURE;
}
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mGLTextureTransformMatrixLocation, 1, false, mGLTextureTransformMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
GLES20.glEnableVertexAttribArray(mGLPositionIndex);
GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
if (textureId != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
GLES20.glUniform1i(mGLInputImageTextureIndex, 0);
}
onDrawArraysPre();
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[0]);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mGLFboId[0]);
GLES20.glViewport(0, 0, mInputWidth, mInputHeight);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glViewport(0, 0, mOutputWidth, mOutputHeight);
@ -332,10 +386,12 @@ public class GPUImageFilter {
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLPositionIndex);
GLES20.glDisableVertexAttribArray(mGLTextureCoordinateIndex);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
return mFrameBufferTextures[0];
return mGLFboTextureId[0];
}
protected void onDrawArraysPre() {}
@ -364,15 +420,15 @@ public class GPUImageFilter {
}
public int getAttribPosition() {
return mGLAttribPosition;
return mGLPositionIndex;
}
public int getAttribTextureCoordinate() {
return mGLAttribTextureCoordinate;
return mGLTextureCoordinateIndex;
}
public int getUniformTexture() {
return mGLUniformTexture;
return mGLInputImageTextureIndex;
}
public IntBuffer getGlFboBuffer() {

@ -19,37 +19,37 @@ package com.seu.magicfilter.utils;
public class TextureRotationUtil {
public static final float TEXTURE_NO_ROTATION[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
};
public static final float TEXTURE_ROTATED_90[] = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
public static final float TEXTURE_ROTATED_180[] = {
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
};
public static final float TEXTURE_ROTATED_270[] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
public static final float CUBE[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
private TextureRotationUtil() {}
@ -73,18 +73,18 @@ public class TextureRotationUtil {
}
if (flipHorizontal) {
rotatedTex = new float[]{
flip(rotatedTex[0]), rotatedTex[1],
flip(rotatedTex[2]), rotatedTex[3],
flip(rotatedTex[4]), rotatedTex[5],
flip(rotatedTex[6]), rotatedTex[7],
flip(rotatedTex[0]), rotatedTex[1], 0.0f, 1.0f,
flip(rotatedTex[4]), rotatedTex[5], 0.0f, 1.0f,
flip(rotatedTex[8]), rotatedTex[9], 0.0f, 1.0f,
flip(rotatedTex[12]), rotatedTex[13], 0.0f, 1.0f,
};
}
if (flipVertical) {
rotatedTex = new float[]{
rotatedTex[0], flip(rotatedTex[1]),
rotatedTex[2], flip(rotatedTex[3]),
rotatedTex[4], flip(rotatedTex[5]),
rotatedTex[6], flip(rotatedTex[7]),
rotatedTex[0], flip(rotatedTex[1]), 0.0f, 1.0f,
rotatedTex[4], flip(rotatedTex[5]), 0.0f, 1.0f,
rotatedTex[8], flip(rotatedTex[9]), 0.0f, 1.0f,
rotatedTex[12], flip(rotatedTex[13]), 0.0f, 1.0f,
};
}
return rotatedTex;
@ -92,9 +92,6 @@ public class TextureRotationUtil {
private static float flip(final float i) {
if (i == 0.0f) {
return 1.0f;
}
return 0.0f;
return i == 0.0f ? 1.0f : 0.0f;
}
}

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