本文整理汇总了C++中GLES_RenderData::glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glBindTexture方法的具体用法?C++ GLES_RenderData::glBindTexture怎么用?C++ GLES_RenderData::glBindTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLES_RenderData
的用法示例。
在下文中一共展示了GLES_RenderData::glBindTexture方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SDL_OutOfMemory
static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch) {
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < rect->h; ++y) {
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
renderdata->glGetError();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glTexSubImage2D(data->type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
data->format,
data->formattype,
src);
if (blob) {
SDL_free(blob);
}
if (renderdata->glGetError() != GL_NO_ERROR)
{
return SDL_SetError("Failed to update texture");
}
return 0;
}
示例2: GLES_BindTexture
static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if(texw) *texw = (float)texturedata->texw;
if(texh) *texh = (float)texturedata->texh;
return 0;
}
示例3: SDL_SetError
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GLenum result;
GLES_ActivateRenderer(renderer);
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_SetError("Texture format not supported");
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_calloc(1, texture->h * data->pitch);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
if (!renderdata->GL_OES_framebuffer_object_supported) {
SDL_free(data);
return SDL_SetError("GL_OES_framebuffer_object not supported");
}
data->fbo = GLES_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glGenTextures()", result);
}
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
data->format = format;
data->formattype = type;
scaleMode = GetScaleQuality();
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glDisable(GL_TEXTURE_2D);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glTexImage2D()", result);
}
texture->driverdata = data;
return 0;
}
示例4:
static int
GLES_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat centerx, centery;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
centerx = center->x;
centery = center->y;
/* Rotate and translate */
data->glPushMatrix();
data->glTranslatef(dstrect->x + centerx, dstrect->y + centery, 0.0f);
data->glRotatef((GLfloat)angle, 0.0f, 0.0f, 1.0f);
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
} else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
} else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_FLOAT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glPopMatrix();
data->glDisable(GL_TEXTURE_2D);
return 0;
}
示例5:
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
GLint cropRect[4];
int w, h;
SDL_Window *window = renderer->window;
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y;
cropRect[2] = srcrect->w;
cropRect[3] = srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(renderer->viewport.x + dstrect->x, renderer->viewport.y + dstrect->y, 0,
dstrect->w, dstrect->h);
} else {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(renderer->viewport.x + dstrect->x,
h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
dstrect->w, dstrect->h);
}
} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
data->glDisable(GL_TEXTURE_2D);
return 0;
}
示例6: SetupTextureUpdate
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
int i;
void *temp_buffer; /* used for reformatting dirty rect pixels */
void *temp_ptr;
data->glEnable(GL_TEXTURE_2D);
if (texturedata->dirty.list) {
SDL_DirtyRect *dirty;
void *pixels;
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
/* There is no GL_UNPACK_ROW_LENGTH in OpenGLES
we must do this reformatting ourselves(!)
maybe it'd be a good idea to keep a temp buffer around
for this purpose rather than allocating it each time
*/
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i = 0; i < rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
}
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, temp_buffer);
SDL_free(temp_buffer);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
data->glColor4f((GLfloat) texture->r * inv255f,
(GLfloat) texture->g * inv255f,
(GLfloat) texture->b * inv255f,
(GLfloat) texture->a * inv255f);
} else {
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
GLES_SetBlendMode(data, texture->blendMode, 0);
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case SDL_TEXTURESCALEMODE_SLOW:
case SDL_TEXTURESCALEMODE_BEST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
SDL_Window *window = renderer->window;
GLint cropRect[4];
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h,
0, dstrect->w, dstrect->h);
} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
//.........这里部分代码省略.........
示例7: switch
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum result;
switch (texture->format) {
case SDL_PIXELFORMAT_BGR24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_BGR565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_ABGR1555:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_ABGR4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
SDL_SetError("Unsupported by OpenGL ES texture format");
return -1;
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
texture->driverdata = data;
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
data->format = format;
data->formattype = type;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glDisable(GL_TEXTURE_2D);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GLES_SetError("glTexImage2D()", result);
return -1;
}
return 0;
}
示例8: if
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum result;
switch (texture->format) {
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_RGBA5551:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_RGBA4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
SDL_SetError("Texture format %s not supported by OpenGL ES",
SDL_GetPixelFormatName(texture->format));
return -1;
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING)
{
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
texture->driverdata = data;
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
if( renderer->info.max_texture_width < texture_w || renderer->info.max_texture_height < texture_h )
__android_log_print(ANDROID_LOG_WARN, "libSDL", "GLES: Allocated texture of size %dx%d which is bigger than largest possible device texture %dx%d",
texture_w, texture_h, renderer->info.max_texture_width, renderer->info.max_texture_height );
else if( texture_w > 1024 || texture_h > 1024 )
__android_log_print(ANDROID_LOG_WARN, "libSDL", "GLES: Allocated texture of size %dx%d which is bigger than 1024x1024 - this code will not work on HTC G1", texture_w, texture_h );
data->format = format;
data->formattype = type;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glDisable(GL_TEXTURE_2D);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GLES_SetError("glTexImage2D()", result);
return -1;
}
return 0;
//.........这里部分代码省略.........