I have a problem with saving a rendered image to my gallery as a jpeg file. I'm applying a photo effect from the android EffectFactory an render it on a glSurfaceView. Since now i#ve managed to take a screenshot of the image from my glSurfaceView. The problem is that i don't want to take just a screenshot because then the image looses much of its original size and quality because when the original image is e.g. 1944 × 2592 but the device screen is only 768 × 1038 in my case its not the original anymore. The other problem is that when i take a screenshot i have also the black parts of my glSurfacView where the image isn't displayed on my saved image because the image doens't fill the whole glSurfaceView in many cases. Since now i tried it with this code:
private Bitmap createBitmapFromGLSurface(int x, int y, int w, int h, GL10 gl)
throws OutOfMemoryError {
int bitmapBuffer[] = new int[w * h];
int bitmapSource[] = new int[w * h];
IntBuffer intBuffer = IntBuffer.wrap(bitmapBuffer);
intBuffer.position(0);
try {
gl.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, intBuffer);
int offset1, offset2;
for (int i = 0; i < h; i++) {
offset1 = i * w;
offset2 = (h - i - 1) * w;
for (int j = 0; j < w; j++) {
int texturePixel = bitmapBuffer[offset1 + j];
int blue = (texturePixel >> 16) & 0xff;
int red = (texturePixel << 16) & 0x00ff0000;
int pixel = (texturePixel & 0xff00ff00) | red | blue;
bitmapSource[offset2 + j] = pixel;
}
}
} catch (GLException e) {
return null;
}
return Bitmap.createBitmap(bitmapSource, w, h, Bitmap.Config.ARGB_8888);
}
Can anyone please tell me how i get a bitmap/jpeg from the rendered image in the original size of the image? Is it even possible with gl.glReadPixels?? Or can i get the image directly from a framebuffer somehow? Its important that i can get the image in its original size.