List of usage examples for org.lwjgl.opengl GL11 GL_NEAREST
int GL_NEAREST
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From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
private static int translatePrismToGL(int value) { switch (value) { case GLContext.GL_FLOAT: return GL11.GL_FLOAT; case GLContext.GL_UNSIGNED_BYTE: return GL11.GL_UNSIGNED_BYTE; case GLContext.GL_UNSIGNED_INT_8_8_8_8_REV: return GL12.GL_UNSIGNED_INT_8_8_8_8_REV; case GLContext.GL_UNSIGNED_INT_8_8_8_8: return GL12.GL_UNSIGNED_INT_8_8_8_8; case GLContext.GL_UNSIGNED_SHORT_8_8_APPLE: return 0x85BA; case GLContext.GL_RGBA: return GL11.GL_RGBA; case GLContext.GL_BGRA: return GL12.GL_BGRA; case GLContext.GL_RGB: return GL11.GL_RGB; case GLContext.GL_LUMINANCE: return GL11.GL_LUMINANCE; case GLContext.GL_ALPHA: return GL11.GL_ALPHA; case GLContext.GL_RGBA32F: return GL30.GL_RGBA32F; case GLContext.GL_YCBCR_422_APPLE: return 0x85B9; case GLContext.GL_TEXTURE_2D: return GL11.GL_TEXTURE_2D; case GLContext.GL_TEXTURE_BINDING_2D: return GL11.GL_TEXTURE_BINDING_2D; case GLContext.GL_NEAREST: return GL11.GL_NEAREST; case GLContext.GL_LINEAR: return GL11.GL_LINEAR; case GLContext.GL_NEAREST_MIPMAP_NEAREST: return GL11.GL_NEAREST_MIPMAP_NEAREST; case GLContext.GL_LINEAR_MIPMAP_LINEAR: return GL11.GL_LINEAR_MIPMAP_LINEAR; case GLContext.WRAPMODE_REPEAT: return GL11.GL_REPEAT; case GLContext.WRAPMODE_CLAMP_TO_EDGE: return GL12.GL_CLAMP_TO_EDGE; case GLContext.WRAPMODE_CLAMP_TO_BORDER: return GL13.GL_CLAMP_TO_BORDER; case GLContext.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: return GL20.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS; case GLContext.GL_MAX_FRAGMENT_UNIFORM_VECTORS: return GL41.GL_MAX_FRAGMENT_UNIFORM_VECTORS; case GLContext.GL_MAX_TEXTURE_IMAGE_UNITS: return GL20.GL_MAX_TEXTURE_IMAGE_UNITS; case GLContext.GL_MAX_TEXTURE_SIZE: return GL11.GL_MAX_TEXTURE_SIZE; case GLContext.GL_MAX_VARYING_COMPONENTS: return GL30.GL_MAX_VARYING_COMPONENTS; case GLContext.GL_MAX_VARYING_VECTORS: return GL41.GL_MAX_VARYING_VECTORS; case GLContext.GL_MAX_VERTEX_ATTRIBS: return GL20.GL_MAX_VERTEX_ATTRIBS; case GLContext.GL_MAX_VERTEX_UNIFORM_COMPONENTS: return GL20.GL_MAX_VERTEX_UNIFORM_COMPONENTS; case GLContext.GL_MAX_VERTEX_UNIFORM_VECTORS: return GL41.GL_MAX_VERTEX_UNIFORM_VECTORS; case GLContext.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: return GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; default:/* www .j a v a2 s . co m*/ // don't know how to translate, just hope for the best return value; } }
From source file:de.kitsunealex.projectx.client.render.block.RenderHelper.java
License:Open Source License
protected int[] disableMipmap() { int min = GL11.glGetTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER); int mag = GL11.glGetTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_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); return new int[] { min, mag }; }
From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.image.TextureHandler.java
License:Apache License
public Texture generateTexture(Image image) { Integer textureId = generateTextureId(); ByteBuffer imageData = prepareImage(image); GL11.glEnable(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT); GL11.glBindTexture(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, textureId.intValue()); GL11.glTexParameteri(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);/* w w w .j a v a 2 s . co m*/ // GL11.glTexParameteri(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, // GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); // GL11.glTexParameteri(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, // GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); GL11.glTexImage2D(EXTTextureRectangle.GL_TEXTURE_RECTANGLE_EXT, 0, (image.hasAlpha()) ? GL11.GL_RGBA8 : GL11.GL_RGB8, image.getWidth(), image.getHeight(), 0, (image.hasAlpha()) ? GL11.GL_RGBA : GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, imageData); System.out.println("Texture generated: " + textureId); return new Texture(textureId, image); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void init() { depthMap = GL11.glGenTextures();// w w w.j a va2 s . c o m GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); 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, GL13.GL_CLAMP_TO_BORDER); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL13.GL_CLAMP_TO_BORDER); shadowFBO = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthMap, 0); GL11.glDrawBuffer(GL11.GL_NONE); GL11.glReadBuffer(GL11.GL_NONE); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
From source file:eu.over9000.veya.util.TextureLoader.java
License:Open Source License
public static int loadBlockTexture(final int textureUnit) { final InputStream in = TextureLoader.class.getResourceAsStream("/textures/blocks.png"); ByteBuffer convertedBuffer = null; int sourceTexWidth = 0; int sourceTexHeight = 0; int texCount = 0; try {/*from w w w. ja v a 2 s . co m*/ // Link the PNG decoder to this stream final PNGDecoder decoder = new PNGDecoder(in); // Get the width and height of the texture sourceTexWidth = decoder.getWidth(); sourceTexHeight = decoder.getHeight(); texCount = sourceTexWidth / TextureLoader.TEXTURE_WIDTH * (sourceTexHeight / TextureLoader.TEXTURE_WIDTH); // Decode the PNG file in a ByteBuffer final ByteBuffer buf = ByteBuffer.allocateDirect(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA); buf.flip(); convertedBuffer = TextureLoader.convertBuffer(buf, sourceTexWidth, sourceTexHeight); in.close(); } catch (final IOException e) { e.printStackTrace(); System.exit(-1); } // Create a new texture object in memory and bind it final int texId = GL11.glGenTextures(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, texId); // All RGB bytes are aligned to each other and each component is 1 byte GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); // Upload the texture model and generate mip maps (for scaling) // GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf); GL12.glTexImage3D(GL30.GL_TEXTURE_2D_ARRAY, 0, GL11.GL_RGBA, TextureLoader.TEXTURE_WIDTH, TextureLoader.TEXTURE_HEIGHT, texCount, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, convertedBuffer); GL30.glGenerateMipmap(GL30.GL_TEXTURE_2D_ARRAY); // Setup the ST coordinate system GL11.glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); // Setup what to do when the texture has to be scaled GL11.glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL30.GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR); org.lwjgl.opengl.Util.checkGLError(); System.out .println("loading block texture, id=" + texId + ", w=" + sourceTexWidth + ", h=" + sourceTexHeight); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, 0); return texId; }
From source file:fi.conf.ae.gl.texture.GLTextureRoutines.java
License:LGPL
/** * Request unused OpenGL texture ID's.//from ww w . j av a2s. co m * * @param count - How many texture IDs are being requested. * @return Requested texture ID's as integer array. */ public static int[] allocateGLTextureIDs(int count) { if (count > textureIDbuffer.capacity()) { allocateNewTextureIDBuffer(count); } textureIDbuffer.clear(); textureIDbuffer.limit(count); GL11.glGenTextures(textureIDbuffer); int[] textureIDs = new int[count]; for (int i = 0; i < count; i++) { if (!textureIDbuffer.hasRemaining()) break; textureIDs[i] = textureIDbuffer.get(); // preset this texture's minification and magnification filter int prevTextureID = bindTexture(textureIDs[i]); // 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_MIN_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); bindTexture(prevTextureID); } return textureIDs; }
From source file:fr.guillaume.prive.viper.core.model.texture.PNGTextureLoader.java
public static int loadTexture(String filename, int textureUnit) { ByteBuffer buf = null;/*from www . ja v a 2s . c o m*/ int tWidth = 0; int tHeight = 0; try (InputStream in = new FileInputStream(filename)) { PNGDecoder decoder = new PNGDecoder(in); tWidth = decoder.getWidth(); tHeight = decoder.getHeight(); buf = ByteBuffer.allocateDirect(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA); buf.flip(); in.close(); } catch (IOException e) { throw new IllegalStateException("PNG file i/o error", e); } // Create a new texture object in memory and bind it int texId = GL11.glGenTextures(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); // All RGB bytes are aligned to each other and each component is 1 byte GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); // Upload the texture data and generate mip maps (for scaling) GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA16, tWidth, tHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf); GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); // Setup the ST coordinate system GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); // Setup what to do when the texture has to be scaled 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_LINEAR_MIPMAP_LINEAR); GraphicMotor.exitOnGLError("loadPNGTexture"); return texId; }
From source file:fr.ign.cogit.geoxygene.appli.gl.ImageColormap.java
License:Open Source License
/** * @return the generated texture id//from w w w. j a v a 2 s.com */ @Override public final Integer getTextureId() { if (this.textureId < 0) { // Declaration and initialization int target = GL_TEXTURE_2D; int levels = 0; // MipMap disabled // We generate a texture ID this.textureId = glGenTextures(); // We bind the texture glBindTexture(target, this.textureId); // Give the buffer to the GPU ByteBuffer bufferColormap = ByteBuffer.allocateDirect(nbPoints * 2 * 4 * 4); bufferColormap.order(ByteOrder.nativeOrder()); // In order, we send first colors and then associated values for (int i = 0; i < nbPoints; i++) { for (int j = 0; j < 4; j++) { bufferColormap.putFloat((float) color[i][j]); } } for (int i = 0; i < nbPoints; i++) { for (int j = 0; j < 4; j++) { bufferColormap.putFloat((float) value[i]); } } bufferColormap.rewind(); glTexImage2D(target, levels, GL30.GL_RGBA32F, nbPoints, 2, 0, GL11.GL_RGBA, GL11.GL_FLOAT, bufferColormap); // TODO : useful ? glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); // TODO : unload buffer, is it working ? bufferColormap.clear(); } // Return the texture ID so we can bind it later again return this.textureId; }
From source file:game.engine.gfx.Texture.java
License:Open Source License
/** * Constructor.//from w w w. j a v a 2s .c om * * 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:game.states.State_MENU_DEATHSCREEN.java
License:Open Source License
@Override protected void Init() { int ButtonStartX = 930; int ButtonStartY = 224; int Spacing = 90; try {//ww w . ja va2 s .c o m GL11.glEnable(GL11.GL_TEXTURE_2D); Texture button2 = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/MenuButton.png"), false, GL11.GL_NEAREST); GUI.AddButton(ButtonStartX, ButtonStartY + Spacing * 1, button2.getImageWidth(), button2.getImageHeight(), button2); Texture button3 = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/Materials/GUI/Buttons/QuitButton.png"), false, GL11.GL_NEAREST); GUI.AddButton(ButtonStartX, ButtonStartY + Spacing * 2, button3.getImageWidth(), button3.getImageHeight(), button3); BackGroundImage = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/Materials/GUI/Backgrounds/DeathScreen.png")); } catch (IOException e) { e.printStackTrace(); } }