Example usage for org.lwjgl.opengl GL11 glTexImage2D

List of usage examples for org.lwjgl.opengl GL11 glTexImage2D

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glTexImage2D.

Prototype

public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level,
        @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width,
        @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format,
        @NativeType("GLenum") int type, @Nullable @NativeType("void const *") double[] pixels) 

Source Link

Document

Array version of: #glTexImage2D TexImage2D

Usage

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glTexImage2D(int a, int b, int c, int d, int e, int f, int g, int h, FloatBuffer i) {
    GL11.glTexImage2D(a, b, c, d, e, f, g, h, i);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glTexImage2D(int a, int b, int c, int d, int e, int f, int g, int h, DoubleBuffer i) {
    GL11.glTexImage2D(a, b, c, d, e, f, g, h, i);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glTexImage2D(int a, int b, int c, int d, int e, int f, int g, int h, ByteBuffer i) {
    GL11.glTexImage2D(a, b, c, d, e, f, g, h, i);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glTexImage2D(int a, int b, int c, int d, int e, int f, int g, int h, long i) {
    GL11.glTexImage2D(a, b, c, d, e, f, g, h, i);
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glTexImage2D(int a, int b, int c, int d, int e, int f, int g, int h, ShortBuffer i) {
    GL11.glTexImage2D(a, b, c, d, e, f, g, h, i);
}

From source file:v9t9.gui.client.swt.gl.TextureLoader.java

License:Open Source License

/**
 * Load a texture into OpenGL from a image reference on
 * disk.//from   w  w  w  .ja v  a2  s.c om
 *
 * @param resourceName The location of the resource to load
 * @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 Texture getTexture(String resourceName, int target, int dstPixelFormat, int minFilter, int magFilter)
        throws IOException {
    int srcPixelFormat = 0;

    // create the texture ID for this texture 
    int textureID = createTextureID();
    Texture texture = new Texture(target, textureID);

    // bind this texture 
    GL11.glBindTexture(target, textureID);

    BufferedImage bufferedImage = loadImage(resourceName);
    texture.setWidth(bufferedImage.getWidth());
    texture.setHeight(bufferedImage.getHeight());

    if (bufferedImage.getColorModel().hasAlpha()) {
        srcPixelFormat = GL11.GL_RGBA;
    } else {
        srcPixelFormat = GL11.GL_RGB;
    }

    // convert that image into a byte buffer of texture data 
    ByteBuffer textureBuffer = convertImageData(bufferedImage, texture);

    if (target == GL11.GL_TEXTURE_2D) {
        GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, minFilter);
        GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, magFilter);
    }

    // produce a texture from the byte buffer
    GL11.glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()),
            get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL11.GL_UNSIGNED_BYTE, textureBuffer);

    return texture;
}

From source file:wrath.client.ClientUtils.java

License:Open Source License

/**
 * Loads a LWJGL Texture from an image.//  w  w w.j  a  va 2  s.  c o m
 * @param image The {@link java.awt.image.BufferedImage} version of the Texture.
 * @return Returns the LWJGL texture id.
 */
public static int getTexture(BufferedImage image) {
    if (image == null)
        return 0;

    int[] pixels = new int[image.getWidth() * image.getHeight()];
    image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

    ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4);

    for (int y = 0; y < image.getHeight(); y++) {
        for (int x = 0; x < image.getWidth(); x++) {
            int pixel = pixels[y * image.getWidth() + x];
            buffer.put((byte) ((pixel >> 16) & 0xFF));
            buffer.put((byte) ((pixel >> 8) & 0xFF));
            buffer.put((byte) (pixel & 0xFF));
            buffer.put((byte) ((pixel >> 24) & 0xFF));
        }
    }
    buffer.flip();

    int id = GL11.glGenTextures();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);
    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);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, buffer);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
    return id;
}

From source file:zildo.fwk.gfx.engine.TextureEngine.java

License:Open Source License

public void generateTexture() {

    // Create A IntBuffer For Image Address In Memory
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
    // Typical Texture Generation Using Data From The Image

    int wrapping = GL11.GL_REPEAT; // Wrap texture (useful for cloud)
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, wrapping);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, wrapping);

    int filtering = GL11.GL_NEAREST;
    // Linear Filtering
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, filtering);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, filtering);
    // Generate The Texture
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, textureFormat, 256, 256, 0, textureFormat, GL11.GL_UNSIGNED_BYTE,
            scratch);//  ww  w .  ja  v  a 2  s .  co m

    // Reset bytebuffer scratch
    scratch.clear();

    // Store texture id
    textureTab[n_Texture] = buf.get(0);

    // Ready for next one
    n_Texture++;
}

From source file:zildo.fwk.opengl.Utils.java

License:Open Source License

public static int generateTexture(int sizeX, int sizeY) {
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL
    int textureID = buf.get(0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    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_LINEAR);

    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, adjustTexSize(sizeX), adjustTexSize(sizeY), 0,
            GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);

    return textureID;
}

From source file:zildo.platform.engine.LwjglTextureEngine.java

License:Open Source License

@Override
public int doGenerateTexture() {
    scratch.position(0);/*w w  w. j a va 2 s.co  m*/

    // Create A IntBuffer For Image Address In Memory
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
    // Typical Texture Generation Using Data From The Image

    int wrapping = GL11.GL_REPEAT; // Wrap texture (useful for cloud)
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, wrapping);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, wrapping);

    int filtering = GL11.GL_NEAREST;
    // Linear Filtering
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, filtering);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, filtering);
    // Generate The Texture
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, getTextureFormat(), 256, 256, 0, getTextureFormat(),
            GL11.GL_UNSIGNED_BYTE, scratch);

    return buf.get(0);
}