本文整理汇总了Java中org.newdawn.slick.opengl.InternalTextureLoader.createTextureID方法的典型用法代码示例。如果您正苦于以下问题:Java InternalTextureLoader.createTextureID方法的具体用法?Java InternalTextureLoader.createTextureID怎么用?Java InternalTextureLoader.createTextureID使用的例子?那么, 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org.newdawn.slick.opengl.InternalTextureLoader
的用法示例。
在下文中一共展示了InternalTextureLoader.createTextureID方法的2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: getTexture
import org.newdawn.slick.opengl.InternalTextureLoader; //导入方法依赖的package包/类
/**
* Load a texture into OpenGL from a BufferedImage
*
* @param resourceName
* The location of the resource to load
* @param resourceimage
* The BufferedImage we are converting
* @param target
* The GL target to load the texture against
* @param dstPixelFormat
* The pixel format of the screen
* @param minFilter
* The minimising filter
* @param magFilter
* The magnification filter
* @return The loaded texture
* @throws IOException
* Indicates a failure to access the resource
*/
public static Texture getTexture(String resourceName,
BufferedImage resourceimage, int target, int dstPixelFormat,
int minFilter, int magFilter) throws IOException {
ImageIOImageData data = new ImageIOImageData();int srcPixelFormat = 0;
// create the texture ID for this texture
int textureID = InternalTextureLoader.createTextureID();
TextureImpl texture = new TextureImpl(resourceName, target, textureID);
// Enable texturing
Renderer.get().glEnable(SGL.GL_TEXTURE_2D);
// bind this texture
Renderer.get().glBindTexture(target, textureID);
BufferedImage bufferedImage = resourceimage;
texture.setWidth(bufferedImage.getWidth());
texture.setHeight(bufferedImage.getHeight());
if (bufferedImage.getColorModel().hasAlpha()) {
srcPixelFormat = SGL.GL_RGBA;
} else {
srcPixelFormat = SGL.GL_RGB;
}
// convert that image into a byte buffer of texture data
ByteBuffer textureBuffer = data.imageToByteBuffer(bufferedImage, false, false, null);
texture.setTextureHeight(data.getTexHeight());
texture.setTextureWidth(data.getTexWidth());
texture.setAlpha(data.getDepth() == 32);
if (target == SGL.GL_TEXTURE_2D) {
Renderer.get().glTexParameteri(target, SGL.GL_TEXTURE_MIN_FILTER, minFilter);
Renderer.get().glTexParameteri(target, SGL.GL_TEXTURE_MAG_FILTER, magFilter);
if (Renderer.get().canTextureMirrorClamp()) {
Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_S, SGL.GL_MIRROR_CLAMP_TO_EDGE_EXT);
Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_T, SGL.GL_MIRROR_CLAMP_TO_EDGE_EXT);
} else {
Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_S, SGL.GL_CLAMP);
Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_T, SGL.GL_CLAMP);
}
}
Renderer.get().glTexImage2D(target,
0,
dstPixelFormat,
texture.getTextureWidth(),
texture.getTextureHeight(),
0,
srcPixelFormat,
SGL.GL_UNSIGNED_BYTE,
textureBuffer);
return texture;
}
示例2: resolved
import org.newdawn.slick.opengl.InternalTextureLoader; //导入方法依赖的package包/类
@Override
public Object resolved(Object ret_) throws PromiseException
{
pending.decrementAndGet();
Object[] ret = (Object[]) ret_;
ByteBuffer textureBytes = (ByteBuffer) ret[0];
int imageWidth = (Integer) ret[1];
int imageHeight = (Integer) ret[2];
boolean hasAlpha = ((Integer) ret[3]) == 32;
int texWidth = (Integer) ret[4];
int texHeight = (Integer) ret[5];
int srcPixelFormat = hasAlpha ? GL11.GL_RGBA : GL11.GL_RGB;
int componentCount = hasAlpha ? 4 : 3;
IntBuffer temp = BufferUtils.createIntBuffer(16);
GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE, temp);
int max = temp.get(0);
if ((texWidth > max) || (texHeight > max))
{
texture.error = true;
log.log(Level.SEVERE, "Attempt to allocate a texture too big for the current hardware");
return null;
}
texture.textureID = InternalTextureLoader.createTextureID();
GL11.glBindTexture(texture.target, texture.textureID);
// todo: different filters?
GL11.glTexParameteri(texture.target, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(texture.target, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexImage2D(
texture.target,
0,
GL11.GL_RGBA8,
InternalTextureLoader.get2Fold(imageWidth),
InternalTextureLoader.get2Fold(imageHeight),
0,
srcPixelFormat,
GL11.GL_UNSIGNED_BYTE,
textureBytes);
texture.imageWidth = imageWidth;
texture.imageHeight = imageHeight;
texture.texWidth = texWidth;
texture.texHeight = texHeight;
texture.alpha = hasAlpha;
texture.widthRatio = (float)imageWidth / texWidth;
texture.heightRatio = (float)imageHeight / texHeight;
texture.error = false;
texture.loaded();
log.log(Level.INFO, "Texture {0} loaded. {1}", new Object[] { texture.getResourceKey(), hasAlpha});
return null;
}