本文整理汇总了Java中com.jogamp.opengl.GL4.glTexStorage3D方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glTexStorage3D方法的具体用法?Java GL4.glTexStorage3D怎么用?Java GL4.glTexStorage3D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.glTexStorage3D方法的12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_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_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3: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
jgli.TextureCube texture = new TextureCube(jgli.Format.FORMAT_RGBA8_UNORM_PACK8, new int[]{2, 2}, 1);
assert (!texture.empty());
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
texture.clearFace(0, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255});
texture.clearFace(1, new byte[]{(byte) 255, (byte) 128, (byte) 0, (byte) 255});
texture.clearFace(2, new byte[]{(byte) 255, (byte) 255, (byte) 0, (byte) 255});
texture.clearFace(3, new byte[]{(byte) 0, (byte) 255, (byte) 0, (byte) 255});
texture.clearFace(4, new byte[]{(byte) 0, (byte) 255, (byte) 255, (byte) 255});
texture.clearFace(5, new byte[]{(byte) 0, (byte) 0, (byte) 255, (byte) 255});
gl4.glGenTextures(1, textureName);
gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, texture.levels(),
format.internal.value, texture.dimensions()[0], texture.dimensions()[1], texture.faces());
gl4.glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0,
0, 0, 0,
texture.dimensions()[0],
texture.dimensions()[1],
texture.faces(),
format.external.value, format.type.value,
texture.data());
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_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5: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
int[] maxTextureArrayLayers = {0};
gl4.glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, maxTextureArrayLayers, 0);
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gl4.glGenTextures(1, textureName);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
jgli.Texture2dArray texture = new Texture2dArray(jgli.Format.FORMAT_RGBA8_UNORM_PACK32, new int[]{4, 4}, 15, 1);
for (int layerIndex = 0, layerCount = texture.layers(); layerIndex < layerCount; layerIndex++) {
float progress = (float) layerIndex / layerCount;
Vec4u8 color = new Vec4u8(new Vec4(progress, 0.5f + progress * 0.5f, 1f - progress, 1f).mul(255f));
texture.clear(layerIndex, 0, 0, color.toBa_());
}
jgli.Gl.Format format = jgli.Gl.translate(texture.format());
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
format.internal.value,
texture.dimensions()[0], texture.dimensions()[1], texture.layers());
for (int array = 0; array < texture.layers(); ++array) {
for (int level = 0; level < texture.levels(); ++level) {
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
0, 0, array,
texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
format.external.value, format.type.value,
texture.data(array, 0, level));
}
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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_440_buffer_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) {
gl4.glGenTextures(Texture.MAX, textureName);
{
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE));
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, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
byte[] colors = new byte[4 * 2048];
for (int colorIndex = 0; colorIndex < colors.length / 4; ++colorIndex) {
colors[colorIndex * 4 + 0] = (byte) (glm.linearRand(0, 1) * 255f);
colors[colorIndex * 4 + 1] = (byte) (glm.linearRand(0, 1) * 255f);
colors[colorIndex * 4 + 2] = (byte) (glm.linearRand(0, 1) * 255f);
colors[colorIndex * 4 + 3] = (byte) 1;
}
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 1, 1, colors.length / 4 * Byte.BYTES);
ByteBuffer colorsBuffer = GLBuffers.newDirectByteBuffer(colors);
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, 0,
1, 1, 2048,
GL_RGBA, GL_UNSIGNED_BYTE, colorsBuffer);
BufferUtils.destroyDirectBuffer(colorsBuffer);
}
{
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.INDIRECTION));
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, 0);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int[] data = new int[windowSize.x * windowSize.y];
for (int index = 0; index < data.length; ++index) {
//Data[Index] = glm::u32vec1(glm::linearRand(glm::vec1(0), glm::vec1(1)) * 255.0f);
long signedInt = (long) (glm.linearRand(0, 1) * data.length - 1);
data[index] = Integer.parseUnsignedInt("" + signedInt);
}
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, windowSize.x, windowSize.y, 1);
IntBuffer dataBuffer = GLBuffers.newDirectIntBuffer(data);
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, 0,
windowSize.x, windowSize.y, 1,
GL_RED_INTEGER, GL_UNSIGNED_INT, dataBuffer);
BufferUtils.destroyDirectBuffer(dataBuffer);
}
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));
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9: 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;
}
示例10: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
int size = 16384;
// TODO, implement jgli levels (int i)
int levels = jgli.Util.levels(new int[]{size});
int maxLevels = 4;
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, maxLevels - 1);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SPARSE_ARB, GL_TRUE);
gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, levels, GL_RGBA8, size, size, 1);
Vec3i pageSize = new Vec3i();
IntBuffer params = GLBuffers.newDirectIntBuffer(1);
gl4.glGetInternalformativ(GL_TEXTURE_2D_ARRAY, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_X_ARB, 1, params);
pageSize.x = params.get(0);
gl4.glGetInternalformativ(GL_TEXTURE_2D_ARRAY, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Y_ARB, 1, params);
pageSize.y = params.get(0);
gl4.glGetInternalformativ(GL_TEXTURE_2D_ARRAY, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Z_ARB, 1, params);
pageSize.z = params.get(0);
BufferUtils.destroyDirectBuffer(params);
ByteBuffer page = GLBuffers.newDirectByteBuffer(pageSize.x * pageSize.y * pageSize.z * 4);
for (int level = 0; level < 1; ++level) {
int levelSize = (size >> level);
int tileCountY = levelSize / pageSize.y;
int tileCountX = levelSize / pageSize.x;
for (int j = 0; j < tileCountY; ++j) {
for (int i = 0; i < tileCountX; ++i) {
if (Math.abs(new Vec2(i, j).div(new Vec2(tileCountX, tileCountY)).mul(2.0f).sub(1.0f).length()) > 1.0f) {
continue;
}
// byte a = (byte) ((float) i / (levelSize / pageSize.x) * 255);
// byte b = (byte) ((float) j / (levelSize / pageSize.y) * 255);
// byte c = (byte) ((float) level / maxLevels * 255);
// byte d = (byte) 255;
for (int p = 0; p < page.capacity(); p += 4) {
page.put(p + 0, (byte) ((float) i / (levelSize / pageSize.x) * 255));
page.put(p + 1, (byte) ((float) j / (levelSize / pageSize.y) * 255));
page.put(p + 2, (byte) ((float) level / maxLevels * 255));
page.put(p + 3, (byte) 255);
}
gl4.glTexPageCommitmentARB(GL_TEXTURE_2D_ARRAY, level,
pageSize.x * i, pageSize.y * j, 0,
pageSize.x, pageSize.y, 1,
true);
gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
pageSize.x * i, pageSize.y * j, 0,
pageSize.x, pageSize.y, 1,
GL_RGBA, GL_UNSIGNED_BYTE,
page.rewind());
}
}
}
gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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));
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12: initTexture
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glGenTextures(1, textureName);
gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0));
gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
jgli.TextureCube textureA = new TextureCube(jgli.Format.FORMAT_RGBA8_UNORM_PACK32, new int[]{512, 512}, 1);
assert (!textureA.empty());
textureA.clear(0, 0, 0, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255});
textureA.clear(0, 1, 0, new byte[]{(byte) 255, (byte) 128, (byte) 0, (byte) 255});
textureA.clear(0, 2, 0, new byte[]{(byte) 255, (byte) 255, (byte) 0, (byte) 255});
textureA.clear(0, 3, 0, new byte[]{(byte) 0, (byte) 255, (byte) 0, (byte) 255});
textureA.clear(0, 4, 0, new byte[]{(byte) 0, (byte) 255, (byte) 255, (byte) 255});
textureA.clear(0, 5, 0, new byte[]{(byte) 0, (byte) 0, (byte) 255, (byte) 255});
jgli.TextureCube textureB = new TextureCube(jgli.Format.FORMAT_RGBA8_UNORM_PACK32, new int[]{256, 256}, 1);
assert (!textureB.empty());
textureB.clear(0, 0, 0, new byte[]{(byte) 255, (byte) 128, (byte) 128, (byte) 255});
textureB.clear(0, 1, 0, new byte[]{(byte) 255, (byte) 192, (byte) 128, (byte) 255});
textureB.clear(0, 2, 0, new byte[]{(byte) 255, (byte) 255, (byte) 128, (byte) 255});
textureB.clear(0, 3, 0, new byte[]{(byte) 128, (byte) 255, (byte) 128, (byte) 255});
textureB.clear(0, 4, 0, new byte[]{(byte) 128, (byte) 255, (byte) 255, (byte) 255});
textureB.clear(0, 5, 0, new byte[]{(byte) 128, (byte) 128, (byte) 255, (byte) 255});
jgli.TextureCube textureC = new TextureCube(jgli.Format.FORMAT_RGBA8_UNORM_PACK32, new int[]{128, 128}, 1);
assert (!textureC.empty());
textureC.clear(0, 0, 0, new byte[]{(byte) 255, (byte) 192, (byte) 192, (byte) 255});
textureC.clear(0, 1, 0, new byte[]{(byte) 255, (byte) 224, (byte) 192, (byte) 255});
textureC.clear(0, 2, 0, new byte[]{(byte) 255, (byte) 255, (byte) 192, (byte) 255});
textureC.clear(0, 3, 0, new byte[]{(byte) 192, (byte) 255, (byte) 192, (byte) 255});
textureC.clear(0, 4, 0, new byte[]{(byte) 192, (byte) 255, (byte) 255, (byte) 255});
textureC.clear(0, 5, 0, new byte[]{(byte) 192, (byte) 192, (byte) 255, (byte) 255});
gl4.glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 3,
GL_RGBA8, textureA.dimensions()[0], textureA.dimensions()[1], textureA.faces());
gl4.glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0,
0, 0, 0,
textureA.dimensions()[0],
textureA.dimensions()[1],
textureA.faces(),
GL_RGBA, GL_UNSIGNED_BYTE,
textureA.data());
gl4.glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 1,
0, 0, 0,
textureB.dimensions()[0],
textureB.dimensions()[1],
textureB.faces(),
GL_RGBA, GL_UNSIGNED_BYTE,
textureB.data());
gl4.glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 2,
0, 0, 0,
textureC.dimensions()[0],
textureC.dimensions()[1],
textureC.faces(),
GL_RGBA, GL_UNSIGNED_BYTE,
textureC.data());
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP_ARRAY);
return true;
}