本文整理汇总了C++中GLES_RenderData::glGenTextures方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glGenTextures方法的具体用法?C++ GLES_RenderData::glGenTextures怎么用?C++ GLES_RenderData::glGenTextures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::glGenTextures方法的3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: 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2: 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3: 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.........