List of usage examples for org.lwjgl.opengl GL11 glTexImage2D
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)
From source file:me.ukl.api.util.TextureUtil.java
License:MIT License
public static int loadTexture(int[] rgb, int width, int height) { IntBuffer rgbBuf = BufferUtils.createIntBuffer(rgb.length); rgbBuf.put(rgb);//from ww w . j a va2 s . c o m rgbBuf.flip(); int tex = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, rgbBuf); return tex; }
From source file:me.ukl.api.util.TextureUtil.java
License:MIT License
public static void loadTextureMipmap(int tex, int[] rgb, int width, int height) { IntBuffer rgbBuf = BufferUtils.createIntBuffer(rgb.length); rgbBuf.put(rgb);//from ww w.j ava 2s . c o m rgbBuf.flip(); bind(tex); //If OpenGL30, use glGenerateMipmap, else use the GL_GENERATE_MIPMAP tex param if (RenderUtil.GL_30) { GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, rgbBuf); GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, rgbBuf); } }
From source file:mwisbest.openbase.opengl.TextureLoader.java
License:Open Source License
private TextureImplementation getTexture(InputStream in, String resourceName, int target, int minFilter, int magFilter, boolean flipped, int[] transparent) throws IOException { // create the texture ID for this texture ByteBuffer textureBuffer;//from w w w .j a v a 2 s . c om LoadableImageData imageData = ImageDataFactory.getImageDataFor(resourceName); textureBuffer = imageData.loadImage(new BufferedInputStream(in), flipped, transparent); int textureID = createTextureID(); TextureImplementation texture = new TextureImplementation(resourceName, target, textureID); // bind this texture GL11.glEnable(target); GL11.glBindTexture(target, textureID); int width; int height; int texWidth; int texHeight; ImageData.Format format; width = imageData.getWidth(); height = imageData.getHeight(); format = imageData.getFormat(); texture.setTextureWidth(imageData.getTexWidth()); texture.setTextureHeight(imageData.getTexHeight()); texWidth = texture.getTextureWidth(); texHeight = texture.getTextureHeight(); IntBuffer temp = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE, temp); int max = temp.get(0); if (texWidth > max || texHeight > max) throw new IOException("Attempt to allocate a texture to big for the current hardware"); int srcPixelFormat = format.getOGLType(); texture.setWidth(width); texture.setHeight(height); texture.setImageFormat(format); GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, minFilter); GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, magFilter); ContextCapabilities capabilities = GLContext.getCapabilities(); if (capabilities.OpenGL30 || capabilities.GL_EXT_framebuffer_object || capabilities.GL_ARB_framebuffer_object || capabilities.OpenGL14) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, GL11.GL_POLYGON_BIT); if (capabilities.OpenGL30) GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); else if (capabilities.GL_EXT_framebuffer_object) EXTFramebufferObject.glGenerateMipmapEXT(GL11.GL_TEXTURE_2D); else if (capabilities.GL_ARB_framebuffer_object) ARBFramebufferObject.glGenerateMipmap(GL11.GL_TEXTURE_2D); else if (capabilities.OpenGL14) GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE); } // produce a texture from the byte buffer GL11.glTexImage2D(target, 0, this.dstPixelFormat, get2Fold(width), get2Fold(height), 0, srcPixelFormat, GL11.GL_UNSIGNED_BYTE, textureBuffer); return texture; }
From source file:mwisbest.openbase.opengl.TextureLoader.java
License:Open Source License
/** * Get a texture from an image file./* w ww . j av a 2s.co m*/ * * @param dataSource The image data to generate the texture from * @param filter The filter to use when scaling the texture * @return The texture created * @throws IOException Indicates the texture is too big for the hardware */ public Texture getTexture(ImageData dataSource, int filter) throws IOException { int target = GL11.GL_TEXTURE_2D; ByteBuffer textureBuffer; textureBuffer = dataSource.getImageBufferData(); // create the texture ID for this texture int textureID = createTextureID(); TextureImplementation texture = new TextureImplementation("generated:" + dataSource, target, textureID); int minFilter = filter; int magFilter = filter; // bind this texture GL11.glEnable(target); GL11.glBindTexture(target, textureID); int width; int height; int texWidth; int texHeight; ImageData.Format format; width = dataSource.getWidth(); height = dataSource.getHeight(); format = dataSource.getFormat(); texture.setTextureWidth(dataSource.getTexWidth()); texture.setTextureHeight(dataSource.getTexHeight()); texWidth = texture.getTextureWidth(); texHeight = texture.getTextureHeight(); int srcPixelFormat = format.getOGLType(); texture.setWidth(width); texture.setHeight(height); texture.setImageFormat(format); IntBuffer temp = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE, temp); int max = temp.get(0); if (texWidth > max || texHeight > max) throw new IOException("Attempt to allocate a texture to big for the current hardware"); 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, this.dstPixelFormat, get2Fold(width), get2Fold(height), 0, srcPixelFormat, GL11.GL_UNSIGNED_BYTE, textureBuffer); return texture; }
From source file:mwisbest.openbase.opengl.TextureLoader.java
License:Open Source License
/** * Reload a given texture blob; used internally with setHoldTextureData. Call TextureImpl.reload instead. * /*ww w. j a va 2s. c o m*/ * @param texture The texture being reloaded * @param srcPixelFormat The source pixel format * @param componentCount The component count * @param minFilter The minification filter * @param magFilter The magnification filter * @param textureBuffer The pixel data * @return The ID of the newly created texture */ public int reload(TextureImplementation texture, int srcPixelFormat, int componentCount, int minFilter, int magFilter, ByteBuffer textureBuffer) { int target = GL11.GL_TEXTURE_2D; int textureID = createTextureID(); GL11.glEnable(target); GL11.glBindTexture(target, textureID); 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, this.dstPixelFormat, texture.getTextureWidth(), texture.getTextureHeight(), 0, srcPixelFormat, GL11.GL_UNSIGNED_BYTE, textureBuffer); return textureID; }
From source file:net.minecraft.client.gui.fonts.GlyphCache.java
License:Open Source License
/** * Allocate a new OpenGL texture for caching pre-rendered glyph images. The * new texture is initialized to fully transparent white so the individual * glyphs images within can have a transparent border between them. The new * texture remains bound after returning from the function. * * @todo use GL_ALPHA4 if anti-alias is turned off for even smaller textures *///from w w w . j a va 2 s.c om private void allocateGlyphCacheTexture() { /* Initialize the background to all white but fully transparent. */ glyphCacheGraphics.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT); /* Allocate new OpenGL texure */ singleIntBuffer.clear(); GLAllocation.generateTextureNames(singleIntBuffer); textureName = singleIntBuffer.get(0); /* Load imageBuffer with pixel data ready for transfer to OpenGL texture */ updateImageBuffer(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT); /* * Initialize texture with the now cleared BufferedImage. Using a texture with GL_ALPHA8 internal format may result in * faster rendering since the GPU has to only fetch 1 byte per texel instead of 4 with a regular RGBA texture. */ GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureName); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_ALPHA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, imageBuffer); /* Explicitely disable mipmap support becuase updateTexture() will only update the base level 0 */ 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); }
From source file:net.minecraft.src.PaintWorld.java
License:Open Source License
public void getTextureForFace(int face) { PaintFace pface = renderBlock.paintedFaces[face]; if (textureBuffer == null) { textureBuffer = ByteBuffer.allocateDirect(ARRAY_SIZE); textureBuffer.order(ByteOrder.nativeOrder()); }/*from ww w. j a v a 2s.com*/ if (textureId <= 0) { textureId = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId); 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.glBindTexture(GL11.GL_TEXTURE_2D, textureId); textureBuffer.clear(); textureBuffer.put(pface.points); textureBuffer.flip(); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, ROW, ROW, 0, GL11.GL_RGBA, GL11.GL_BYTE, textureBuffer); }
From source file:net.neilcsmith.praxis.video.opengl.internal.Texture.java
License:Apache License
private void init() { glHandle = createGLHandle();/*from w w w . j a v a 2 s .co m*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, glHandle); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, dstImageFormat, width, height, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, BufferUtils.createIntBuffer(width * height)); setFilter(minFilter, magFilter); setWrap(uWrap, vWrap); getFrameBuffer(); }
From source file:net.smert.frameworkgl.opengl.helpers.TextureHelper.java
License:Apache License
public void setImage2DBytePixelData(int internalFormat, int width, int height, int format, ByteBuffer pixelData) {/*from w ww . j a va 2 s . c o m*/ GL11.glTexImage2D(textureTarget, 0, internalFormat, width, height, 0, format, TextureTypes.UNSIGNED_BYTE, pixelData); }
From source file:net.smert.frameworkgl.opengl.helpers.TextureHelper.java
License:Apache License
public void setImage2DFloatPixelData(int internalFormat, int width, int height, int format, FloatBuffer pixelData) {// w w w . ja v a 2 s .c om GL11.glTexImage2D(textureTarget, 0, internalFormat, width, height, 0, format, TextureTypes.FLOAT, pixelData); }