本文整理汇总了Golang中github.com/go-gl/gl.TexImage2D函数的典型用法代码示例。如果您正苦于以下问题:Golang TexImage2D函数的具体用法?Golang TexImage2D怎么用?Golang TexImage2D使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了TexImage2D函数的15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Golang代码示例。
示例1: Commit
// Commit creates the actual texture from the atlas image data.
// This should be called after all regions have been defined and set,
// and before you start using the texture for display.
func (a *TextureAtlas) Commit(target gl.GLenum) {
gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT)
gl.Enable(target)
a.texture.Bind(target)
gl.TexParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(target, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
switch a.depth {
case 4:
gl.TexImage2D(target, 0, gl.RGBA, a.width, a.height,
0, gl.RGBA, gl.UNSIGNED_BYTE, a.data)
case 3:
gl.TexImage2D(target, 0, gl.RGB, a.width, a.height,
0, gl.RGB, gl.UNSIGNED_BYTE, a.data)
case 1:
gl.TexImage2D(target, 0, gl.ALPHA, a.width, a.height,
0, gl.ALPHA, gl.UNSIGNED_BYTE, a.data)
}
gl.PopAttrib()
}
示例2: FromImageRGBA
func (t *Texture) FromImageRGBA(rgba *image.RGBA, level int) {
With(t, func() {
gl.TexImage2D(gl.TEXTURE_2D, level, gl.RGBA,
rgba.Bounds().Dx(), rgba.Bounds().Dy(),
0, gl.RGBA, gl.UNSIGNED_BYTE, rgba.Pix)
})
}
示例3: createTexture
func createTexture(r io.Reader) (gl.Texture, error) {
img, err := png.Decode(r)
if err != nil {
return gl.Texture(0), err
}
rgbaImg, ok := img.(*image.NRGBA)
if !ok {
return gl.Texture(0), errors.New("texture must be an NRGBA image")
}
textureId := gl.GenTexture()
textureId.Bind(gl.TEXTURE_2D)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
// flip image: first pixel is lower left corner
imgWidth, imgHeight := img.Bounds().Dx(), img.Bounds().Dy()
data := make([]byte, imgWidth*imgHeight*4)
lineLen := imgWidth * 4
dest := len(data) - lineLen
for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride {
copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride])
dest -= lineLen
}
gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgWidth, imgHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
return textureId, nil
}
示例4: NewFramebuffer
// Creates a new Framebuffer.
func NewFramebuffer(w int, h int) (fb *Framebuffer, err error) {
var (
buffer gl.Framebuffer
texture gl.Texture
)
buffer = gl.GenFramebuffer()
buffer.Bind()
texture = gl.GenTexture()
texture.Bind(gl.TEXTURE_2D)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
gl.DrawBuffer(gl.COLOR_ATTACHMENT0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
err = fmt.Errorf("Framebuffer could not be set up")
return
}
fb = &Framebuffer{
Buffer: buffer,
Texture: texture,
Width: w,
Height: h,
}
return
}
示例5: glTexImage2D
func (self *OpenGLRenderer) glTexImage2D(textureType gl.GLenum, texture *render.Texture) {
gl.TexImage2D(textureType, 0, gl.RGB,
texture.Image.Width(), texture.Image.Height(), 0,
gl.BGR, gl.UNSIGNED_BYTE,
texture.Image.Bytes(),
)
}
示例6: loadFont
// loadFont loads the given font data. This does not deal with font scaling.
// Scaling should be handled by the independent Bitmap/Truetype loaders.
// We therefore expect the supplied image and charset to already be adjusted
// to the correct font scale.
//
// The image should hold a sprite sheet, defining the graphical layout for
// every glyph. The config describes font metadata.
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
f = new(Font)
f.Config = config
// Resize image to next power-of-two.
img = glh.Pow2Image(img).(*image.RGBA)
ib := img.Bounds()
f.Width = ib.Dx()
f.Height = ib.Dy()
// Create the texture itself. It will contain all glyphs.
// Individual glyph-quads display a subset of this texture.
f.Texture = gl.GenTexture()
f.Texture.Bind(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0,
gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)
// file, err := os.Create("font.png")
// if err != nil {
// log.Fatal(err)
// }
// err = png.Encode(file, img)
// if err != nil {
// log.Fatal(err)
// }
return
}
示例7: Init
// Initialize texture storage. _REQUIRED_ before using it as a framebuffer target.
func (t *Texture) Init() {
With(t, func() {
// generate base level storage
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, t.W, t.H, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
// generate required number of mipmaps given texture dimensions
gl.GenerateMipmap(gl.TEXTURE_2D)
})
}
示例8: Render
func (v *Video) Render() {
for running {
select {
case dimensions := <-v.resize:
v.ResizeEvent(dimensions[0], dimensions[1])
case val := <-v.tick:
slice := make([]uint8, len(val)*3)
for i := 0; i < len(val); i = i + 1 {
slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
slice[i*3+2] = (uint8)((val[i]) & 0xff)
}
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
v.tex.Bind(gl.TEXTURE_2D)
if ppu.OverscanEnabled {
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 240, 224, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
} else {
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End()
if v.screen != nil {
sdl.GL_SwapBuffers()
}
v.frametick <- true
}
}
}
示例9: imageAlpha
func imageAlpha(pix []byte, width, height int) (*Sampler2D, error) {
s := &Sampler2D{
tex: gl.GenTexture(),
}
s.bind()
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, pix)
return s, nil
}
示例10: initTexture2
func initTexture2(filename string) gl.Texture {
img, err := glfw.ReadImage(filename+".tga", glfw.NoRescaleBit)
if err != nil {
panic(err)
}
rt := gl.GenTexture()
gl.Enable(gl.TEXTURE_2D)
rt.Bind(gl.TEXTURE_2D)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, img.Width(), img.Height(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Data())
fmt.Println(filename, img.Width(), img.Height())
return rt
}
示例11: uploadTexture_RGBA32
func uploadTexture_RGBA32(w, h int, data []byte) gl.Texture {
id := gl.GenTexture()
id.Bind(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int(w), int(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
if gl.GetError() != gl.NO_ERROR {
id.Delete()
panic("Failed to load a texture")
return 0
}
return id
}
示例12: CreateTexture
func CreateTexture(img image.Image) (*Texture, error) {
imgW, imgH := img.Bounds().Dx(), img.Bounds().Dy()
imgDim := Vector2{float32(imgW), float32(imgH)}
rgbaImg, ok := img.(*image.NRGBA)
if !ok {
return nil, errors.New("texture must be an NRGBA image")
}
textureId := gl.GenTexture()
textureId.Bind(gl.TEXTURE_2D)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgW, imgH, 0, gl.RGBA, gl.UNSIGNED_BYTE, rgbaImg.Pix)
return &Texture{textureId, imgDim, false, false, false, nextTextureCacheId()}, nil
}
示例13: NewTextureEmpty
func NewTextureEmpty(width int, height int, model color.Model) *Texture {
internalFormat, typ, format, target, e := ColorModelToGLTypes(model)
if e != nil {
return nil
}
a := gl.GenTexture()
a.Bind(target)
gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, nil)
t := &Texture{a, false, nil, format, typ, internalFormat, target, width, height}
t.SetWraping(WrapS, ClampToEdge)
t.SetWraping(WrapT, ClampToEdge)
t.SetFiltering(Nearest, Nearest)
ResourceManager.Add(t)
return t
}
示例14: functionAdaptor
func functionAdaptor(target gl.GLenum, iformat gl.GLint, format, tp gl.GLenum) texFunction {
switch target {
case gl.TEXTURE_1D:
return func(level int, g *TextureGeometry, pixels interface{}) {
gl.TexImage1D(gl.TEXTURE_1D, level, int(iformat), g.Width, 0, format, tp, pixels)
}
case gl.TEXTURE_2D:
return func(level int, g *TextureGeometry, pixels interface{}) {
gl.TexImage2D(gl.TEXTURE_2D, level, int(iformat), g.Width, g.Height, 0, format, tp, pixels)
}
case gl.TEXTURE_3D:
return func(level int, g *TextureGeometry, pixels interface{}) {
gl.TexImage3D(gl.TEXTURE_3D, level, int(iformat), g.Width, g.Height, g.Depth, 0, format, tp, pixels)
}
break
}
panic(0)
}
示例15: initTexture
func initTexture(filename string, width, height int) gl.Texture {
file, err := os.Open(filename + ".png")
if err != nil {
panic(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
panic(err)
}
t := reflect.ValueOf(img)
fmt.Println(t.Elem().Type().Name())
canvas := image.NewRGBA(image.Rect(0, 0, width, height))
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
r, g, b, a := img.At(x, y).RGBA()
if (filename == "hex4v" || filename == "hexstar2" || filename == "hexborder") && r == 0 && g == 0 && b == 0 {
a = 0
}
// if filename == "hex5k" {
// fmt.Println(r, g, b, a)
// }
base := 4*x + canvas.Stride*y
canvas.Pix[base] = uint8(r)
canvas.Pix[base+1] = uint8(g)
canvas.Pix[base+2] = uint8(b)
canvas.Pix[base+3] = uint8(a)
}
}
rt := gl.GenTexture()
gl.Enable(gl.TEXTURE_2D)
rt.Bind(gl.TEXTURE_2D)
gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas.Pix)
return rt
}