本文整理汇总了Golang中github.com/go-gl/gl.TexParameteri函数的典型用法代码示例。如果您正苦于以下问题:Golang TexParameteri函数的具体用法?Golang TexParameteri怎么用?Golang TexParameteri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TexParameteri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: 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2: 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3: 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4: loadTextures
func loadTextures() (err error) {
textures = make([]gl.Texture, len(texturefiles)) ///创建文件存储空间数组
gl.GenTextures(textures) ///告诉OpenGL我们想生成一个纹理名字
for i := range texturefiles {
///告诉OpenGL将纹理名字 texture[0] 绑定到纹理目标上。
///2D纹理只有高度(在 Y 轴上)和宽度(在 X 轴上)。主函数将纹理名字指派给纹理数据。
///本例中我们告知OpenGL, texture[i] 处的内存已经可用。我们创建的纹理将存储在 texture[i] 的 指向的内存区域。
textures[i].Bind(gl.TEXTURE_2D) ///绑定
if !glfw.LoadTexture2D(texturefiles[i], 0) { ///加载图片
return errors.New("Failed to load texture: " + texturefiles[i])
}
/*
下面的两行告诉OpenGL在显示图像时,当它比放大得原始的纹理大 ( GL_TEXTURE_MAG_FILTER )
或缩小得比原始得纹理小( GL_TEXTURE_MIN_FILTER )时OpenGL采用的滤波方式。
通常这两种情况下我都采用 GL_LINEAR 。这使得纹理从很远处到离屏幕很近时都平滑显示。
使用 GL_LINEAR 需要CPU和显卡做更多的运算。如果您的机器很慢,您也许应该采用 GL_NEAREST 。
过滤的纹理在放大的时候,看起来斑驳的很『译者注:马赛克啦』。您也可以结合这两种滤波方式。
在近处时使用 GL_LINEAR ,远处时 GL_NEAREST 。
*/
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) ///线形滤波
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) ///线形滤波
}
return
}
示例5: Options
func (t *Texture) Options(filter, clamp int) {
t.Bind()
gl.TexParameteri(t.target, gl.TEXTURE_MIN_FILTER, filter)
gl.TexParameteri(t.target, gl.TEXTURE_MAG_FILTER, filter)
gl.TexParameteri(t.target, gl.TEXTURE_WRAP_S, clamp)
gl.TexParameteri(t.target, gl.TEXTURE_WRAP_T, clamp)
}
示例6: NewTexture
// Create a new texture, initialize it to have a `gl.LINEAR` filter and use
// `gl.CLAMP_TO_EDGE`.
func NewTexture(w, h int) *Texture {
texture := &Texture{gl.GenTexture(), w, h}
With(texture, func() {
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)
})
return texture
}
示例7: getGLTexture
func getGLTexture(img image.Image, smoothing int) (gltexture gl.Texture, err error) {
var data *bytes.Buffer
if data, err = encodeTGA("texture", img); err != nil {
return
}
gltexture = gl.GenTexture()
gltexture.Bind(gl.TEXTURE_2D)
if !glfw.LoadMemoryTexture2D(data.Bytes(), 0) {
err = fmt.Errorf("Failed to load texture")
return
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, smoothing)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, smoothing)
return
}
示例8: MakeTextureFromTGA
func MakeTextureFromTGA(fname string) gl.Texture {
tex := gl.GenTexture()
tex.Bind(gl.TEXTURE_2D)
glfw.LoadTexture2D(fname, 0)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.GenerateMipmap(gl.TEXTURE_2D)
// glh.OpenGLSentinel() // check for errors
return tex
}
示例9: LoadTexture
func (self *OpenGLRenderer) LoadTexture(texture *render.Texture) gl.Texture {
glTexture := gl.GenTexture()
glTexture.Bind(gl.TEXTURE_2D)
defer glTexture.Unbind(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
self.glTexImage2D(gl.TEXTURE_2D, texture)
gl.GenerateMipmap(gl.TEXTURE_2D)
return glTexture
}
示例10: loadTextures
func loadTextures() (err error) {
textures = make([]gl.Texture, len(texturefiles))
gl.GenTextures(textures)
for i := range texturefiles {
textures[i].Bind(gl.TEXTURE_2D)
if !glfw.LoadTexture2D(texturefiles[i], 0) {
return errors.New("Failed to load texture: " + texturefiles[i])
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
}
return
}
示例11: 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12: 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13: loadTextures
func loadTextures() (err error) {
gl.GenTextures(textures)
// Texture 1
textures[0].Bind(gl.TEXTURE_2D)
if !glfw.LoadTexture2D(texturefiles[0], 0) {
return errors.New("Failed to load texture: " + texturefiles[0])
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// Texture 2
textures[1].Bind(gl.TEXTURE_2D)
if !glfw.LoadTexture2D(texturefiles[0], 0) {
return errors.New("Failed to load texture: " + texturefiles[0])
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// Texture 3
textures[2].Bind(gl.TEXTURE_2D)
if !glfw.LoadTexture2D(texturefiles[0], glfw.BuildMipmapsBit) {
return errors.New("Failed to load texture: " + texturefiles[0])
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR_MIPMAP_NEAREST)
return
}
示例14: Render
func (v *Video) Render(frame []byte, frame_w int, frame_h int) {
gl.Clear(gl.COLOR_BUFFER_BIT)
v.Texture.Bind(gl.TEXTURE_2D)
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, frame_w, frame_h, 0, gl.RGB, gl.UNSIGNED_BYTE, frame)
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()
glfw.SwapBuffers()
}
示例15: loadCubeMap
func (self *OpenGLRenderer) loadCubeMap(material *render.Material) gl.Texture {
glTexture := gl.GenTexture()
glTexture.Bind(gl.TEXTURE_CUBE_MAP)
defer glTexture.Unbind(gl.TEXTURE_CUBE_MAP)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, material.CubeMap[render.CubeFace_Right])
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, material.CubeMap[render.CubeFace_Left])
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, material.CubeMap[render.CubeFace_Top])
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, material.CubeMap[render.CubeFace_Bottom])
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, material.CubeMap[render.CubeFace_Front])
self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, material.CubeMap[render.CubeFace_Back])
return glTexture
}