本文整理汇总了Java中com.jogamp.opengl.GL4.glCompressedTexImage2D方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glCompressedTexImage2D方法的具体用法?Java GL4.glCompressedTexImage2D怎么用?Java GL4.glCompressedTexImage2D使用的例子?那么恭喜您, 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com.jogamp.opengl.GL4
的用法示例。
在下文中一共展示了GL4.glCompressedTexImage2D方法的5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Java代码示例。
示例1: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
jgli.Gl.Swizzles swizzles = jgli.Gl.translate(texture.swizzles());
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzles.r.value);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzles.g.value);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzles.b.value);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzles.a.value);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexImage2D(GL_TEXTURE_2D,
level,
format.internal.value,
texture.dimensions(level)[0], texture.dimensions(level)[1],
0,
texture.size(level),
texture.data(level));
}
} catch (IOException ex) {
Logger.getLogger(Gl_420_sampler_gather.class.getName()).log(Level.SEVERE, null, ex);
}
return checkError(gl4, "initTexture");
}
示例2: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE_DXT5));
gl4.glGenTextures(1, textureName);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexImage2D(
GL_TEXTURE_2D,
level,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
texture.dimensions(level)[0],
texture.dimensions(level)[1],
0,
texture.size(level),
texture.data(level));
}
} catch (IOException ex) {
Logger.getLogger(Gl_440_sampler_wrap.class.getName()).log(Level.SEVERE, null, ex);
}
return checkError(gl4, "initTexture");
}
示例3: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
gl4.glGenTextures(1, texture2dName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexImage2D(
GL_TEXTURE_2D,
level,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
texture.dimensions(level)[0],
texture.dimensions(level)[1],
0,
texture.size(level),
texture.data(level));
}
gl4.glBindTexture(GL_TEXTURE_2D, 0);
} catch (IOException ex) {
Logger.getLogger(Gl_410_program_binary.class.getName()).log(Level.SEVERE, null, ex);
}
return checkError(gl4, "initTexture");
}
示例4: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexImage2D(
GL_TEXTURE_2D,
level,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
texture.dimensions(level)[0],
texture.dimensions(level)[1],
0,
texture.size(level),
texture.data(level));
}
} catch (IOException ex) {
Logger.getLogger(Gl_410_program_separate.class.getName()).log(Level.SEVERE, null, ex);
}
return checkError(gl4, "initTexture");
}
示例5: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
assert (!texture.empty());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(Texture.MAX, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexImage2D(
GL_TEXTURE_2D,
level,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
texture.dimensions(level)[0],
texture.dimensions(level)[1],
0,
texture.size(level),
texture.data(level));
}
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, windowSize.x, windowSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RENDERBUFFER));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, windowSize.x, windowSize.y, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, null);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadowSize.x, shadowSize.y, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, null);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_400_fbo_shadow.class.getName()).log(Level.SEVERE, null, ex);
}
return checkError(gl4, "initTexture");
}