List of usage examples for org.lwjgl.opengl GL11 glGenTextures
@NativeType("void") public static int glGenTextures()
From source file:eu.over9000.veya.gui.TrueTypeFont.java
License:Open Source License
private void buildTexture(final BufferedImage imgTemp) throws IOException { textureId = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId); final ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream(); ImageIO.write(imgTemp, "png", byteArrayOutputStream); final PNGDecoder decoder = new PNGDecoder(new ByteArrayInputStream(byteArrayOutputStream.toByteArray())); final ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, PNGDecoder.Format.RGBA); buffer.flip();//from w ww . j a v a 2s . co m GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer); 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.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void init() { depthMap = GL11.glGenTextures(); 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);/* w w w . j a va 2 s .c o m*/ 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 loadFontTexture(final int textureUnit) { final int texId = GL11.glGenTextures(); try {//from w w w .j a v a 2s .c o m final InputStream in = TextureLoader.class.getResourceAsStream("/textures/font.png"); final PNGDecoder decoder = new PNGDecoder(in); final int sourceTexWidth = decoder.getWidth(); final int sourceTexHeight = decoder.getHeight(); final ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(byteBuffer, decoder.getWidth() * 4, Format.RGBA); byteBuffer.flip(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, sourceTexWidth, sourceTexHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, byteBuffer); // Setup the ST coordinate system GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); // Setup what to do when the texture has to be scaled 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); org.lwjgl.opengl.Util.checkGLError(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); } catch (final IOException e) { e.printStackTrace(); System.exit(-1); } return texId; }
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 www . java2 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:fr.guillaume.prive.viper.core.model.texture.PNGTextureLoader.java
public static int loadTexture(String filename, int textureUnit) { ByteBuffer buf = null;/*from w w w . j av a 2 s .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.render.DisplayableTextRenderer.java
License:Open Source License
private int getTextTextureId() { if (this.textTextureId == -1) { this.textTextureId = GL11.glGenTextures(); if (this.textTextureId < 0) { Logger.getRootLogger().error("Unable to use Text texture"); }/*w w w . ja v a2 s. c om*/ } return this.textTextureId; }
From source file:go.graphics.swing.opengl.LWJGLDrawContext.java
License:Open Source License
@Override public TextureHandle generateTexture(int width, int height, ShortBuffer data) { // 1 byte aligned. GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); int texture = GL11.glGenTextures(); if (texture == 0) { return null; }/*from w ww . java 2s . co m*/ //fix strange alpha test problem (minimap and landscape are unaffected) ShortBuffer bfr = BufferUtils.createShortBuffer(data.capacity()); int cap = data.capacity(); for (int i = 0; i != cap; i++) bfr.put(i, data.get(i)); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height, 0, GL11.GL_RGBA, GL12.GL_UNSIGNED_SHORT_4_4_4_4, bfr); setTextureParameters(); return new LWJGLTextureHandle(this, texture); }
From source file:im.bci.jnuit.lwjgl.assets.Texture.java
License:Open Source License
public Texture(int width, int height, boolean alpha) { id = GL11.glGenTextures(); this.width = width; this.height = height; this.alpha = alpha; }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static int glGenTextures() { return GL11.glGenTextures(); }
From source file:itdelatrisu.opsu.render.Rendertarget.java
License:Open Source License
/** * Create a new FBO./*from ww w .j a v a 2 s . co m*/ * @param width the width * @param height the height */ private Rendertarget(int width, int height) { this.width = width; this.height = height; fboID = EXTFramebufferObject.glGenFramebuffersEXT(); textureID = GL11.glGenTextures(); depthBufferID = EXTFramebufferObject.glGenRenderbuffersEXT(); }