本文整理汇总了Java中com.jogamp.opengl.GL4.glGenerateMipmap方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glGenerateMipmap方法的具体用法?Java GL4.glGenerateMipmap怎么用?Java GL4.glGenerateMipmap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.glGenerateMipmap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: initTextureMaps
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTextureMaps(GL4 gl4) {
try {
BufferedImage bufferedImage = ImageIO.read(new File(TEXTURE_PATH));
byte[] dataBytes = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData();
ByteBuffer bufferedImageBuffer = GLBuffers.newDirectByteBuffer(dataBytes);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, bufferedImage.getWidth(), bufferedImage.getHeight(), 0,
GL_RGB, GL_UNSIGNED_BYTE, bufferedImageBuffer);
gl4.glGenerateMipmap(GL_TEXTURE_2D);
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_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
FloatBuffer maxAnis = GLBuffers.newDirectFloatBuffer(1);
gl4.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis);
gl4.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, 0);
BufferUtils.destroyDirectBuffer(maxAnis);
BufferUtils.destroyDirectBuffer(bufferedImageBuffer);
} catch (IOException ex) {
Logger.getLogger(Application.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例2: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initTexture(GL4 gl4, RenderModel_TextureMap_t diffuseTexture) {
// create and populate the texture
gl4.glGenTextures(1, textureName);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
ByteBuffer buffer = GLBuffers.newDirectByteBuffer(diffuseTexture.dataSize());
byte[] data = diffuseTexture.rubTextureMapData.getByteArray(0, diffuseTexture.dataSize());
IntStreamEx.range(diffuseTexture.dataSize()).forEach(i -> buffer.put(i, data[i]));
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, diffuseTexture.unWidth, diffuseTexture.unHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// If this renders black ask McJohn what's wrong.
gl4.glGenerateMipmap(GL_TEXTURE_2D);
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_MAG_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
FloatBuffer largest = GLBuffers.newDirectFloatBuffer(1);
gl4.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, largest);
gl4.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, largest.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, 0);
BufferUtils.destroyDirectBuffer(buffer);
BufferUtils.destroyDirectBuffer(largest);
}
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 {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexImage2D(GL_TEXTURE_2D, level,
format.internal.value,
texture.dimensions(level)[0], texture.dimensions(level)[1],
0,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glGenerateMipmap(GL_TEXTURE_2D);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_410_glsl_block.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) {
jgli.Texture2d texture = new Texture2d(jgli.Format.FORMAT_RGBA8_UNORM_PACK8, new int[]{64, 64});
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
texture.clear(0, 0, 0, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255});
texture.clear(0, 0, 1, new byte[]{(byte) 255, (byte) 128, (byte) 0, (byte) 255});
texture.clear(0, 0, 2, new byte[]{(byte) 255, (byte) 255, (byte) 0, (byte) 255});
texture.clear(0, 0, 3, new byte[]{(byte) 0, (byte) 255, (byte) 0, (byte) 255});
texture.clear(0, 0, 4, new byte[]{(byte) 0, (byte) 255, (byte) 255, (byte) 255});
texture.clear(0, 0, 5, new byte[]{(byte) 0, (byte) 0, (byte) 255, (byte) 255});
texture.clear(0, 0, 6, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255});
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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);
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);
gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(),
format.internal.value, texture.dimensions()[0], texture.dimensions()[1]);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage2D(GL_TEXTURE_2D, level,
0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1],
format.external.value, format.type.value,
texture.data(level));
}
if (texture.levels() == 1) {
gl4.glGenerateMipmap(GL_TEXTURE_2D);
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
return true;
}
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());
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
gl4.glGenTextures(Texture.MAX, textureName);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1]);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage2D(GL_TEXTURE_2D, level,
0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1],
format.external.value, format.type.value,
texture.data(level));
}
if (texture.levels() == 1) {
gl4.glGenerateMipmap(GL_TEXTURE_2D);
}
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.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, (int) (windowSize.x * FRAMEBUFFER_SCALE),
(int) (windowSize.y * FRAMEBUFFER_SCALE));
} catch (IOException ex) {
Logger.getLogger(Gl_420_sampler_fetch.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}