Example usage for org.lwjgl.opengl GL11 GL_CLAMP

List of usage examples for org.lwjgl.opengl GL11 GL_CLAMP

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_CLAMP.

Prototype

int GL_CLAMP

To view the source code for org.lwjgl.opengl GL11 GL_CLAMP.

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Document

TextureWrapMode

Usage

From source file:com.ardor3d.scene.state.lwjgl.LwjglTextureStateUtil.java

License:Open Source License

public static int getGLWrap(final WrapMode wrap, final ContextCapabilities caps) {
    switch (wrap) {
    case Repeat:/*from  w ww .ja  v  a 2s. co  m*/
        return GL11.GL_REPEAT;
    case MirroredRepeat:
        if (caps.isTextureMirroredRepeatSupported()) {
            return ARBTextureMirroredRepeat.GL_MIRRORED_REPEAT_ARB;
        } else {
            return GL11.GL_REPEAT;
        }
    case MirrorClamp:
        if (caps.isTextureMirrorClampSupported()) {
            return EXTTextureMirrorClamp.GL_MIRROR_CLAMP_EXT;
        }
        // FALLS THROUGH
    case Clamp:
        return GL11.GL_CLAMP;
    case MirrorBorderClamp:
        if (caps.isTextureMirrorBorderClampSupported()) {
            return EXTTextureMirrorClamp.GL_MIRROR_CLAMP_TO_BORDER_EXT;
        }
        // FALLS THROUGH
    case BorderClamp:
        if (caps.isTextureBorderClampSupported()) {
            return ARBTextureBorderClamp.GL_CLAMP_TO_BORDER_ARB;
        } else {
            return GL11.GL_CLAMP;
        }
    case MirrorEdgeClamp:
        if (caps.isTextureMirrorEdgeClampSupported()) {
            return EXTTextureMirrorClamp.GL_MIRROR_CLAMP_TO_EDGE_EXT;
        }
        // FALLS THROUGH
    case EdgeClamp:
        if (caps.isTextureEdgeClampSupported()) {
            return GL12.GL_CLAMP_TO_EDGE;
        } else {
            return GL11.GL_CLAMP;
        }
    }
    throw new IllegalArgumentException("invalid WrapMode type: " + wrap);
}

From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java

License:Apache License

public final void glTexParameterf(int target, int pname, float param) {
    // LwjglGraphics.major is should to be 1 if we are in LwjglGL10.
    if (LwjglGraphics.minor < 2 && param == GL12.GL_CLAMP_TO_EDGE)
        param = GL11.GL_CLAMP;
    GL11.glTexParameterf(target, pname, param);
}

From source file:com.badlogic.gdx.backends.lwjgl.swt.LwjglGL10.java

License:Apache License

public final void glTexParameterf(int target, int pname, float param) {
    // LwjglGraphics.major is should to be 1 if we are in LwjglGL10.
    if (SwtLwjglGraphics.minor < 2 && param == GL12.GL_CLAMP_TO_EDGE)
        param = GL11.GL_CLAMP;
    GL11.glTexParameterf(target, pname, param);
}

From source file:com.damagedearth.Utilities.Components.TrueTypeFont.java

License:Open Source License

public static int loadImage(BufferedImage bufferedImage) {
    try {//from  w  ww. java  2  s.  c  o  m
        short width = (short) bufferedImage.getWidth();
        short height = (short) bufferedImage.getHeight();
        //textureLoader.bpp = bufferedImage.getColorModel().hasAlpha() ? (byte)32 : (byte)24;
        int bpp = (byte) bufferedImage.getColorModel().getPixelSize();
        ByteBuffer byteBuffer;
        DataBuffer db = bufferedImage.getData().getDataBuffer();
        if (db instanceof DataBufferInt) {
            int intI[] = ((DataBufferInt) (bufferedImage.getData().getDataBuffer())).getData();
            byte newI[] = new byte[intI.length * 4];
            for (int i = 0; i < intI.length; i++) {
                byte b[] = intToByteArray(intI[i]);
                int newIndex = i * 4;

                newI[newIndex] = b[1];
                newI[newIndex + 1] = b[2];
                newI[newIndex + 2] = b[3];
                newI[newIndex + 3] = b[0];
            }

            byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder())
                    .put(newI);
        } else {
            byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder())
                    .put(((DataBufferByte) (bufferedImage.getData().getDataBuffer())).getData());
        }
        byteBuffer.flip();

        int internalFormat = GL11.GL_RGBA8, format = GL11.GL_RGBA;
        IntBuffer textureId = BufferUtils.createIntBuffer(1);
        ;
        GL11.glGenTextures(textureId);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId.get(0));

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);

        GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);

        GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, internalFormat, width, height, format, GL11.GL_UNSIGNED_BYTE,
                byteBuffer);
        return textureId.get(0);

    } catch (Exception e) {
        e.printStackTrace();
        System.exit(-1);
    }

    return -1;
}

From source file:com.dinasgames.engine.graphics.GL.java

public static int clampToEdge() {

    if (version >= 12) {
        return GL12.GL_CLAMP_TO_EDGE;
    }//www  . j  a v a 2s  .c o  m

    if (version >= 11) {
        return GL11.GL_CLAMP;
    }

    return -1;

}

From source file:com.dyonovan.tcnodetracker.lib.truetyper.TrueTypeFont.java

License:Open Source License

public static int loadImage(BufferedImage bufferedImage) {
    try {//from   w w  w  . j a v a2 s.  c o  m
        short width = (short) bufferedImage.getWidth();
        short height = (short) bufferedImage.getHeight();
        //textureLoader.bpp = bufferedImage.getColorModel().hasAlpha() ? (byte)32 : (byte)24;
        int bpp = (byte) bufferedImage.getColorModel().getPixelSize();
        ByteBuffer byteBuffer;
        DataBuffer db = bufferedImage.getData().getDataBuffer();
        if (db instanceof DataBufferInt) {
            int intI[] = ((DataBufferInt) (bufferedImage.getData().getDataBuffer())).getData();
            byte newI[] = new byte[intI.length * 4];
            for (int i = 0; i < intI.length; i++) {
                byte b[] = intToByteArray(intI[i]);
                int newIndex = i * 4;

                newI[newIndex] = b[1];
                newI[newIndex + 1] = b[2];
                newI[newIndex + 2] = b[3];
                newI[newIndex + 3] = b[0];
            }

            byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder())
                    .put(newI);
        } else {
            byteBuffer = ByteBuffer.allocateDirect(width * height * (bpp / 8)).order(ByteOrder.nativeOrder())
                    .put(((DataBufferByte) (bufferedImage.getData().getDataBuffer())).getData());
        }
        byteBuffer.flip();

        int internalFormat = GL11.GL_RGBA8, format = GL11.GL_RGBA;
        IntBuffer textureId = BufferUtils.createIntBuffer(1);
        ;
        GL11.glGenTextures(textureId);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId.get(0));

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);

        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR);
        //GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_NEAREST);

        GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);

        GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, internalFormat, width, height, format, GL11.GL_UNSIGNED_BYTE,
                byteBuffer);
        return textureId.get(0);

    } catch (Exception e) {
        e.printStackTrace();
        System.exit(-1);
    }

    return -1;
}

From source file:com.kauridev.lunarfever.graphics.TextureLoader.java

License:Open Source License

public static Texture loadTexture(String file) {
    Texture texture = cache.get(file);/*from  w w w  .  j  ava2 s .co  m*/

    if (texture != null && texture.getTexture().valid()) {
        return texture;
    }

    BufferedImage image = loadImage(file);

    GL11.glEnable(GL11.GL_TEXTURE_2D);
    int id = GL11.glGenTextures();

    // bind
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);

    // set filter
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

    // set wrap
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);

    // set unpack alignment
    GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1);
    GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);

    // send data to gpu
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, loadBuffer(image));

    // Create texture
    texture = new Texture(id, image.getWidth(), image.getHeight());

    cache.put(file, texture);
    return texture;
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private int bindTexture(Node node, String imageData) {
    int textureId = GL11.glGenTextures();
    byte[] bitmap = Base64.decodeBase64(imageData);
    try {/*from  w w w. jav a  2  s  .  c  o m*/
        PNGDecoder decoder = new PNGDecoder(new ByteArrayInputStream(bitmap));
        int width = decoder.getWidth();
        int height = decoder.getHeight();
        ByteBuffer buffer = ByteBuffer.allocateDirect(4 * width * height);
        decoder.decode(buffer, width * 4, Format.RGBA);
        buffer.flip();

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height, 0, GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE, buffer);
    } catch (IOException e) {
        e.printStackTrace();
    }

    return textureId;
}

From source file:game.engine.gfx.Texture.java

License:Open Source License

/**
 * Constructor.//  w w  w .ja  va2s . co  m
 * 
 * Note that this constructor changes the currently active texture unit
 * to GL_TEXTURE_2D to set the texture parameters.
 * 
 * @param slickTexture the wrapped Slick texture
 */
public Texture(final org.newdawn.slick.opengl.Texture slickTexture) {
    this.slickTexture = slickTexture;
    glBindTexture();
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
}

From source file:go.graphics.swing.opengl.LWJGLDrawContext.java

License:Open Source License

/**
 * Sets the texture parameters, assuming that the texture was just created and is bound.
 *///  w ww  .j a  v  a 2  s.c o m
private void setTextureParameters() {
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

    GL11.glAlphaFunc(GL11.GL_GREATER, 0.5f); // prevent writing of transparent pixels to z buffer
}