本文整理汇总了Java中com.jogamp.opengl.GL4.glTexStorage2D方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glTexStorage2D方法的具体用法?Java GL4.glTexStorage2D怎么用?Java GL4.glTexStorage2D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.glTexStorage2D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) {
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, 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);
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, windowSize.x, windowSize.y);
gl4.glBindTexture(GL_TEXTURE_2D, 0);
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) {
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, 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_MIN_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, windowSize.x, windowSize.y);
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, 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));
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_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);
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, 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));
}
imageSize.set(texture.dimensions());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_420_image_load.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));
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.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));
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_430_image_sampling.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(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, 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));
assert (!texture.empty());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(Texture.MAX, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < Texture.MAX; ++i) {
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));
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.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), textureInternalFormat[i], 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],
textureFormat[i], GL_UNSIGNED_BYTE,
texture.data(level));
}
}
gl4.glBindTexture(GL_TEXTURE_2D, 0);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_420_texture_conversion.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) {
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());
jgli.Gl.Swizzles swizzles = jgli.Gl.translate(texture.swizzles());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(Texture.MAX, textureName, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[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_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);
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));
}
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.COLORBUFFER]);
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_RGBA8,
windowSize.x * supersampling, windowSize.y * supersampling);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_440_fbo_without_attachment.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
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));
frameBufferSize.x = texture.dimensions()[0];
frameBufferSize.y = texture.dimensions()[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_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(), GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
texture.dimensions()[0], texture.dimensions()[1]);
for (int level = 0; level < texture.levels(); ++level) {
gl4.glCompressedTexSubImage2D(GL_TEXTURE_2D,
level,
0, 0,
texture.dimensions(level)[0],
texture.dimensions(level)[1],
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
texture.size(level),
texture.data(level));
}
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, frameBufferSize.x, frameBufferSize.y);
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, 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);
} catch (IOException ex) {
Logger.getLogger(Gl_420_memory_barrier.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) {
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13: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
try {
int dxt1BlockWidth = 4;
int dxt1BlockHeight = 4;
int dxt1BlockDepth = 1;
int dxt1BlockSize = 8;
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glPixelStorei(GL_UNPACK_COMPRESSED_BLOCK_WIDTH, dxt1BlockWidth);
gl4.glPixelStorei(GL_UNPACK_COMPRESSED_BLOCK_HEIGHT, dxt1BlockHeight);
gl4.glPixelStorei(GL_UNPACK_COMPRESSED_BLOCK_DEPTH, dxt1BlockDepth);
gl4.glPixelStorei(GL_UNPACK_COMPRESSED_BLOCK_SIZE, dxt1BlockSize);
jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE_BC1));
assert (!texture.empty());
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
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_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);
gl4.glTexStorage2D(GL_TEXTURE_2D,
texture.levels() - 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
texture.dimensions(0)[0] / 2, texture.dimensions(0)[1] / 2);
for (int level = 0; level < texture.levels() - 1; ++level) {
gl4.glPixelStorei(GL_UNPACK_ROW_LENGTH, texture.dimensions(level)[0]);
gl4.glPixelStorei(GL_UNPACK_SKIP_PIXELS, Math.max(texture.dimensions(level)[0] / 4, 4));
gl4.glPixelStorei(GL_UNPACK_SKIP_ROWS, Math.max(texture.dimensions(level)[1] / 4, 4));
int levelWidth = texture.dimensions(level)[0] / 2;
int levelHeight = texture.dimensions(level)[1] / 2;
int levelSize = Math.max(texture.size(level) / 4, dxt1BlockSize);
//GLsizei(DXT1BlockSize * GLsizei(glm::ceil(Texture[Level].dimensions().x / DXT1BlockWidth)) * GLsizei(glm::ceil(Texture[Level].dimensions().y / DXT1BlockHeight))),
if (levelWidth < dxt1BlockWidth) {
break;
}
gl4.glCompressedTexSubImage2D(GL_TEXTURE_2D, level,
0, 0,
levelWidth, levelHeight,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
levelSize,
texture.data(level));
}
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, 0);
} catch (IOException ex) {
Logger.getLogger(Gl_420_texture_pixel_store.class.getName()).log(Level.SEVERE, null, ex);
}
return true;
}
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());
assert (!texture.empty());
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(Texture.MAX, textureName);
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_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.glCompressedTexSubImage2D(GL_TEXTURE_2D, level,
0, 0,
texture.dimensions(level)[0], texture.dimensions(level)[1],
format.internal.value,
texture.size(level),
texture.data(level));
}
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, windowSize.x, windowSize.y);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
} catch (IOException ex) {
Logger.getLogger(Gl_450_texture_barrier.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) {
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;
}