当前位置: 首页>>代码示例>>Java>>正文


Java GL4.glTexSubImage3D方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glTexSubImage3D方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glTexSubImage3D方法的具体用法?Java GL4.glTexSubImage3D怎么用?Java GL4.glTexSubImage3D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com.jogamp.opengl.GL4的用法示例。


在下文中一共展示了GL4.glTexSubImage3D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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_430_texture_storage.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:40,代码来源:Gl_450_clip_control.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_500_texture_cube_arb.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:40,代码来源:Gl_420_texture_storage.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:39,代码来源:Gl_420_texture_array.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_440_buffer_storage.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:60,代码来源:Gl_430_texture_fetch_dependent.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:61,代码来源:Gl_430_fbo_srgb_decode.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:43,代码来源:Gl_450_query_statistics_arb.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:78,代码来源:Gl_500_texture_sparse_arb.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:43,代码来源:Gl_500_buffer_pinned_amd.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:66,代码来源:Gl_420_texture_cube.java


注:本文中的com.jogamp.opengl.GL4.glTexSubImage3D方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。