Example usage for org.lwjgl.opengl GL11 glTexParameteri

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

Introduction

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

Prototype

public static void glTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname,
        @NativeType("GLint") int param) 

Source Link

Document

Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.

Usage

From source file:fi.conf.prograts.ar.gl.GLTextureRoutines.java

License:LGPL

/**
 * Request unused OpenGL texture ID's./*from ww w .  j a v  a2  s .  c om*/
 * 
 * @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_LINEAR);
        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   w w w  .  j ava  2s  .co  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 void drawText() throws GLException {
    if (this.program == null || this.textImage == null) {
        Logger.getRootLogger().debug("The GeoxGLTextRenderer " + this.hashCode() + "is not ready yet");
        return;//w  w  w .  jav  a2s . c om
    }
    this.textImage.getRGB(0, 0, width, height, this.pixels, 0, width);
    this.buffer.rewind();
    for (int y = height - 1; y >= 0; y--) {
        for (int x = 0; x < width; x++) {
            int pixel = this.pixels[y * width + x];
            this.buffer.put((byte) (pixel >> 16 & 0xFF)); // Red component
            this.buffer.put((byte) (pixel >> 8 & 0xFF)); // Green component
            this.buffer.put((byte) (pixel >> 0 & 0xFF)); // Blue component
            this.buffer.put((byte) (pixel >> 24 & 0xFF)); // Alpha component
        }
    }
    this.buffer.rewind();
    glEnable(GL_TEXTURE_2D);
    GL13.glActiveTexture(GL13.GL_TEXTURE0 + 2);
    glBindTexture(GL_TEXTURE_2D, this.getTextTextureId());

    // Setup texture scaling filtering
    GL11.glTexParameteri(GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexImage2D(GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE,
            this.buffer);

    Integer fbow = (Integer) GLContext.getActiveGlContext()
            .getSharedUniform(GeoxygeneConstants.GL_VarName_FboWidth);
    Integer fboh = (Integer) GLContext.getActiveGlContext()
            .getSharedUniform(GeoxygeneConstants.GL_VarName_FboHeight);
    GL11.glViewport(0, 0, fbow, fboh);
    glDisable(GL11.GL_POLYGON_SMOOTH);
    GLContext.getActiveGlContext().setCurrentProgram(program);
    program.setUniform1i("colorTexture2", 2);
    GLTools.glCheckError("texture binding");

    GL11.glDepthMask(false);
    glDisable(GL11.GL_DEPTH_TEST);

    GL30.glBindVertexArray(LayerViewGLPanel.getScreenQuad().getVaoId());
    GLTools.glCheckError("before drawing textured quad VAO binding");

    program.setUniform(GeoxygeneConstants.GL_VarName_ObjectOpacityVarName, 1f);
    program.setUniform(GeoxygeneConstants.GL_VarName_GlobalOpacityVarName, 1f);
    glEnable(GL_BLEND);
    GL11.glBlendFunc(GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
    GLTools.glCheckError("blending set for textured quad");

    LwjglLayerRenderer.drawComplex(LayerViewGLPanel.getScreenQuad());
    GLTools.glCheckError("Drawing textured quad");

    GL30.glBindVertexArray(0); // unbind VAO
    GLTools.glCheckError("exiting Text rendering");
    glBindTexture(GL_TEXTURE_2D, 0); // unbind texture

}

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

License:Open Source License

/**
 * Constructor./*w  ww. ja  v  a  2  s. c  o  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.
 *///from   w w w.j av  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
}

From source file:illarion.graphics.lwjgl.TextureAtlasLWJGL.java

License:Open Source License

/**
 * Activate the texture and prepare it for usage by OpenGL.
 * /*from w  ww . ja va  2  s  . c  o m*/
 * @param resizeable true in case the texture shall be loaded with advanced
 *            rescaling methods, that are more calculation intensive but
 *            look better then the normal ones
 * @param allowCompression true if the texture is compressed at default
 *            settings, false if not. Best disallow compression for static
 *            images such as tiles, since the effects of the compression
 *            will be quite visible there
 */
@Override
@SuppressWarnings("nls")
public void activateTexture(final boolean resizeable, final boolean allowCompression) {

    if (!hasTextureData()) {
        throw new IllegalStateException("No texturedata loaded");
    }

    final int quality = Graphics.getInstance().getQuality();

    if (getTextureID() != 0) {
        removeTexture();
    }

    // generate new texture ID
    final int texID = getNewTextureID();
    setTextureID(texID);

    // bind texture ID
    DriverSettingsLWJGL.getInstance().enableTexture(texID);

    // prepare texture data
    if (resizeable) { // Textures will be resized -> smoothing would be good
        if (quality <= Graphics.QUALITY_LOW) {
            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);
        } else if ((quality <= Graphics.QUALITY_NORMAL) || isNoMipMaps()) {
            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);
        } else {
            if (GLContext.getCapabilities().OpenGL14) {
                GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
            } else {
                setNoMipMaps(true);
            }
            if (!isNoMipMaps()) {
                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_MAG_FILTER, GL11.GL_LINEAR);
            } else {
                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);
            }
        }
    } else {
        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);

    if (GLContext.getCapabilities().OpenGL13) {
        GL11.glHint(GL13.GL_TEXTURE_COMPRESSION_HINT, GL11.GL_NICEST);
    }

    // setup texture compression
    final boolean activateCompression = GLContext.getCapabilities().OpenGL13
            && ((allowCompression && (quality < Graphics.QUALITY_MAX)) || (quality <= Graphics.QUALITY_LOW));
    if (isTextureRGBA()) {
        internalFormat = GL11.GL_RGBA;
        sourceFormat = GL11.GL_RGBA;
        if (activateCompression) {
            internalFormat = GL13.GL_COMPRESSED_RGBA;
        }
    } else if (isTextureRGB()) {
        internalFormat = GL11.GL_RGB;
        sourceFormat = GL11.GL_RGB;
        if (activateCompression) {
            internalFormat = GL13.GL_COMPRESSED_RGB;
        }
    } else if (isTextureGrey()) {
        internalFormat = GL11.GL_LUMINANCE;
        sourceFormat = GL11.GL_LUMINANCE;
        if (activateCompression) {
            internalFormat = GL13.GL_COMPRESSED_LUMINANCE;
        }
    } else if (isTextureGreyAlpha()) {
        internalFormat = GL11.GL_LUMINANCE_ALPHA;
        sourceFormat = GL11.GL_LUMINANCE_ALPHA;
        if (activateCompression) {
            internalFormat = GL13.GL_COMPRESSED_LUMINANCE_ALPHA;
        }
    }

    final ByteBuffer texData = getTextureData();

    final int texWidth = getTextureWidth();
    final int texHeight = getTextureHeight();

    // produce a texture from the byte buffer
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, internalFormat, texWidth, texHeight, 0, sourceFormat,
            GL11.GL_UNSIGNED_BYTE, texData);

    if (quality < Graphics.QUALITY_MAX) {
        texIDBuffer.rewind();
        GL11.glGetTexLevelParameter(GL11.GL_TEXTURE_2D, 0, GL13.GL_TEXTURE_COMPRESSED, texIDBuffer);

        texData.rewind();
        if (texIDBuffer.get(0) == GL11.GL_FALSE) {
            int newInternalFormat = internalFormat;
            if (internalFormat == GL13.GL_COMPRESSED_LUMINANCE_ALPHA) {
                newInternalFormat = GL13.GL_COMPRESSED_RGBA;
            } else if (internalFormat == GL13.GL_COMPRESSED_LUMINANCE) {
                newInternalFormat = GL13.GL_COMPRESSED_RGB;
            }
            final int orgSize = texData.remaining();
            if (newInternalFormat != internalFormat) {
                GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, newInternalFormat, texWidth, texHeight, 0,
                        sourceFormat, GL11.GL_UNSIGNED_BYTE, texData);
                GL11.glGetTexLevelParameter(GL11.GL_TEXTURE_2D, 0, GL13.GL_TEXTURE_COMPRESSED_IMAGE_SIZE,
                        texIDBuffer);
                final int newSize = texIDBuffer.get(0);
                if (newSize > orgSize) {
                    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, internalFormat, texWidth, texHeight, 0,
                            sourceFormat, GL11.GL_UNSIGNED_BYTE, texData);
                }
            }
        }
    }

    texIDBuffer.rewind();
    GL11.glGetTexLevelParameter(GL11.GL_TEXTURE_2D, 0, GL11.GL_TEXTURE_INTERNAL_FORMAT, texIDBuffer);
    internalFormat = texIDBuffer.get();

    discardImageData();
}

From source file:im.bci.jnuit.lwjgl.LwjglHelper.java

License:Open Source License

public static void setupGLTextureParams() {
    if (GLContext.getCapabilities().OpenGL12) {
        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);
    } else {//from w  w w . java  2 s  .  c o  m
        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);
    }
    setupGLTextureQualityParams();
    GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
}

From source file:im.bci.jnuit.lwjgl.LwjglHelper.java

License:Open Source License

public static void setupGLTextureQualityParams() {
    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);
}

From source file:im.bci.jnuit.lwjgl.LwjglNuitFont.java

License:Open Source License

public static int loadImage(BufferedImage bufferedImage) {
    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;//from  w w  w.  ja v a2s  .  c  o  m
    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);
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glTexParameteri(int target, int pname, int param) {
    GL11.glTexParameteri(target, pname, param);
}