本文整理汇总了Java中com.jogamp.opengl.GL4.glPixelStorei方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glPixelStorei方法的具体用法?Java GL4.glPixelStorei怎么用?Java GL4.glPixelStorei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.glPixelStorei方法的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());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY,
texture.levels(), format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_420_texture_storage.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 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());
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_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.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.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));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_draw_vertex_attrib_binding.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
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));
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_440_buffer_storage.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
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));
assert (!texture.empty());
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
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_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.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.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));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_500_glsl_vote_arb.class.getName()).log(Level.SEVERE, null, ex);
}
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.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_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.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.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));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_draw_without_vertex_attrib.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例6: 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());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_texture_storage.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例7: 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());
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_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.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.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());
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_420_clipping.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例8: 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());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(), format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_450_clip_control.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例9: 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());
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_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.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.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));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_450_culling.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例10: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
boolean validated = true;
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.A));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), GL_RGBA8, 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],
GL_BGR, GL_UNSIGNED_BYTE,
texture.data(level));
}
///////////////////////////////////////////
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.B));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), GL_RGBA8, 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],
GL_BGR, GL_UNSIGNED_BYTE,
texture.data(level));
}
///////////////////////////////////////////
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.C));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_NONE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), GL_RGBA8, 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],
GL_BGR, GL_UNSIGNED_BYTE,
texture.data(level));
}
gl4.glBindTexture(GL_TEXTURE_2D, 0);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_440_multi_draw_indirect_id_arb.class.getName()).log(Level.SEVERE, null, ex);
}
return validated;
}
示例11: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
boolean validated = true;
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.glObjectLabel(GL_TEXTURE, textureName.get(0), -1, "Texture object".getBytes(), 0);
gl4.glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 1,
GL_DEBUG_SEVERITY_NOTIFICATION, -1, "Throwing an error on glTexParameteri");
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_LINEAR); // Generates an error GL_LINEAR instead of GL_ALPHA
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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), GL_RGBA8,
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],
GL_BGR, GL_UNSIGNED_BYTE,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_debug.class.getName()).log(Level.SEVERE, null, ex);
}
return validated;
}
示例12: 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.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(Texture.MAX, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE_SRGB));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY,
texture.levels(), format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glTextureView(textureName.get(Texture.DIFFUSE_RGB), GL_TEXTURE_2D_ARRAY,
textureName.get(Texture.DIFFUSE_SRGB), GL_RGBA8, 0, texture.levels(), 0, 1);
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.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, windowSize.x * framebufferScale,
windowSize.y * framebufferScale);
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.glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, windowSize.x * framebufferScale,
windowSize.y * framebufferScale);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_fbo_srgb_decode.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
示例13: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
boolean validated = true;
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.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, textureName);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTextureParameteri(textureName.get(0), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTextureStorage3D(textureName.get(0), texture.levels(), format.internal.value,
texture.dimensions()[0], texture.dimensions()[0], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTextureSubImage3D(textureName.get(0), level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// Query the texture handle and make the texture resident
textureHandle.put(0, gl4.glGetTextureHandleARB(textureName.get(0)));
gl4.glMakeTextureHandleResidentARB(textureHandle.get(0));
} catch (IOException ex) {
Logger.getLogger(Gl_500_texture_bindless_nv.class.getName()).log(Level.SEVERE, null, ex);
}
return validated;
}
示例14: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
boolean validated = true;
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, format.swizzles.r.value);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, format.swizzles.g.value);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, format.swizzles.b.value);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, format.swizzles.a.value);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_500_buffer_pinned_amd.class.getName()).log(Level.SEVERE, null, ex);
}
return validated;
}
示例15: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
boolean validated = true;
try {
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
format.internal.value,
texture.dimensions(0)[0], texture.dimensions(0)[1], 1);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(level));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_450_query_statistics_arb.class.getName()).log(Level.SEVERE, null, ex);
}
return validated;
}