List of usage examples for org.lwjgl.opengl GL30 GL_R8
int GL_R8
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From source file:com.adavr.player.context.YUVVideoContext.java
License:Open Source License
@Override public void setup() { super.setup(); // Setup YUV//from ww w. j a v a 2s.c o m textures[Y_INDEX] = Texture.create(GL30.GL_R8, width, height, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, null); textures[U_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, null); textures[V_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, null); int location; Program.bind(program); { location = program.getUniformLocation("y_tex"); GL20.glUniform1i(location, 0); location = program.getUniformLocation("u_tex"); GL20.glUniform1i(location, 1); location = program.getUniformLocation("v_tex"); GL20.glUniform1i(location, 2); } Program.unbind(); }
From source file:com.samrj.devil.graphics.TexUtil.java
License:Open Source License
/** * Returns the OpenGL format best corresponding with the given image, or -1 * if none could be found.// w ww.j a va 2 s . co m * * @param image The image to get the format of. * @return The OpenGL format of the given image, or -1 if none exists. */ public static int getFormat(Image image) { switch (image.type) { case BYTE: switch (image.bands) { case 1: return GL30.GL_R8; case 2: return GL30.GL_RG8; case 3: return GL11.GL_RGB8; case 4: return GL11.GL_RGBA8; } break; case CHAR: switch (image.bands) { case 1: return GL30.GL_R16; case 2: return GL30.GL_RG16; case 3: return GL11.GL_RGB16; case 4: return GL11.GL_RGBA16; } break; case SHORT: switch (image.bands) { case 1: return GL30.GL_R16I; case 2: return GL30.GL_RG16I; case 3: return GL30.GL_RGB16I; case 4: return GL30.GL_RGBA16I; } break; case INT: switch (image.bands) { case 1: return GL30.GL_R32I; case 2: return GL30.GL_RG32I; case 3: return GL30.GL_RGB32I; case 4: return GL30.GL_RGBA32I; } break; case FLOAT: switch (image.bands) { case 1: return GL30.GL_R32F; case 2: return GL30.GL_RG32F; case 3: return GL30.GL_RGB32F; case 4: return GL30.GL_RGBA32F; } break; } return -1; }
From source file:com.samrj.devil.graphics.TexUtil.java
License:Open Source License
/** * @param format an OpenGL texture format. * @return the base OpenGL internal texture format corresponding with the * given format.//from w ww .j a va2s . co m */ public static int getBaseFormat(int format) { switch (format) { //Forward-compatible formats. case GL11.GL_DEPTH_COMPONENT: case GL14.GL_DEPTH_COMPONENT16: case GL14.GL_DEPTH_COMPONENT24: case GL14.GL_DEPTH_COMPONENT32: case GL30.GL_DEPTH_COMPONENT32F: return GL11.GL_DEPTH_COMPONENT; case GL11.GL_RED: case GL30.GL_R8: case GL30.GL_R16: case GL30.GL_R16F: case GL30.GL_R16I: case GL30.GL_R32F: case GL30.GL_R32I: return GL11.GL_RED; case GL30.GL_DEPTH_STENCIL: case GL30.GL_DEPTH24_STENCIL8: case GL30.GL_DEPTH32F_STENCIL8: return GL30.GL_DEPTH_STENCIL; case GL30.GL_RG: case GL30.GL_RG8: case GL30.GL_RG16: case GL30.GL_RG16F: case GL30.GL_RG16I: case GL30.GL_RG32F: case GL30.GL_RG32I: return GL30.GL_RG; case GL11.GL_RGB: case GL11.GL_R3_G3_B2: case GL11.GL_RGB4: case GL11.GL_RGB5: case GL11.GL_RGB8: case GL11.GL_RGB10: case GL11.GL_RGB12: case GL11.GL_RGB16: case GL30.GL_RGB16F: case GL30.GL_RGB16I: case GL30.GL_RGB32F: case GL30.GL_RGB32I: return GL11.GL_RGB; case GL11.GL_RGBA: case GL11.GL_RGBA2: case GL11.GL_RGBA4: case GL11.GL_RGBA8: case GL11.GL_RGBA12: case GL11.GL_RGBA16: case GL30.GL_RGBA16F: case GL30.GL_RGBA16I: case GL30.GL_RGBA32F: case GL30.GL_RGBA32I: return GL11.GL_RGBA; //Deprecated formats. case GL11.GL_LUMINANCE: case GL11.GL_LUMINANCE8: case GL11.GL_LUMINANCE16: return GL11.GL_LUMINANCE; case GL11.GL_ALPHA: case GL11.GL_ALPHA8: case GL11.GL_ALPHA16: return GL11.GL_ALPHA; case GL11.GL_LUMINANCE_ALPHA: case GL11.GL_LUMINANCE8_ALPHA8: case GL11.GL_LUMINANCE16_ALPHA16: return GL11.GL_LUMINANCE_ALPHA; default: return -1; } }
From source file:com.samrj.devil.graphics.TexUtil.java
License:Open Source License
/** * Returns the OpenGL field name for the given format. * //from w w w. j a v a2 s . c o m * @param format An OpenGL texture format. * @return The OpenGL field name for the given format. */ public static String formatToString(int format) { switch (format) { case GL11.GL_DEPTH_COMPONENT: return "GL_DEPTH_COMPONENT"; case GL14.GL_DEPTH_COMPONENT16: return "GL_DEPTH_COMPONENT16"; case GL14.GL_DEPTH_COMPONENT24: return "GL_DEPTH_COMPONENT24"; case GL14.GL_DEPTH_COMPONENT32: return "GL_DEPTH_COMPONENT32"; case GL30.GL_DEPTH_COMPONENT32F: return "GL_DEPTH_COMPONENT32F"; case GL11.GL_RED: return "GL_RED"; case GL30.GL_R8: return "GL_R8"; case GL30.GL_R16: return "GL_R16"; case GL30.GL_R16F: return "GL_R16F"; case GL30.GL_R16I: return "GL_R16I"; case GL30.GL_R32F: return "GL_R32F"; case GL30.GL_R32I: return "GL_R32I"; case GL30.GL_DEPTH_STENCIL: return "GL_DEPTH_STENCIL"; case GL30.GL_DEPTH24_STENCIL8: return "GL_DEPTH24_STENCIL8"; case GL30.GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8"; case GL30.GL_RG: return "GL_RG"; case GL30.GL_RG8: return "GL_RG8"; case GL30.GL_RG16: return "GL_RG16"; case GL30.GL_RG16F: return "GL_RG16F"; case GL30.GL_RG16I: return "GL_RG16I"; case GL30.GL_RG32F: return "GL_RG32F"; case GL30.GL_RG32I: return "GL_RG32I"; case GL11.GL_RGB: return "GL_RGB"; case GL11.GL_RGB8: return "GL_RGB8"; case GL11.GL_RGB16: return "GL_RGB16"; case GL30.GL_RGB16F: return "GL_RGB16F"; case GL30.GL_RGB16I: return "GL_RGB16I"; case GL30.GL_RGB32F: return "GL_RGB32F"; case GL30.GL_RGB32I: return "GL_RGB32I"; case GL11.GL_RGBA: return "GL_RGBA"; case GL11.GL_RGBA8: return "GL_RGBA8"; case GL11.GL_RGBA16: return "GL_RGBA16"; case GL30.GL_RGBA16F: return "GL_RGBA16F"; case GL30.GL_RGBA16I: return "GL_RGBA16I"; case GL30.GL_RGBA32F: return "GL_RGBA32F"; case GL30.GL_RGBA32I: return "GL_RGBA32I"; case GL11.GL_LUMINANCE: return "GL_LUMINANCE"; case GL11.GL_LUMINANCE8: return "GL_LUMINANCE8"; case GL11.GL_LUMINANCE16: return "GL_LUMINANCE16"; case GL11.GL_ALPHA: return "GL_ALPHA"; case GL11.GL_ALPHA8: return "GL_ALPHA8"; case GL11.GL_ALPHA16: return "GL_ALPHA16"; case GL11.GL_LUMINANCE_ALPHA: return "GL_LUMINANCE_ALPHA"; case GL11.GL_LUMINANCE8_ALPHA8: return "GL_LUMINANCE8_ALPHA8"; case GL11.GL_LUMINANCE16_ALPHA16: return "GL_LUMINANCE16_ALPHA16"; default: return "UNSUPPORTED_FORMAT"; } }
From source file:com.samrj.devil.graphics.TexUtil.java
License:Open Source License
/** * Returns the OpenGL enumerator for the given primitive type. * //from w w w .j a v a 2 s. c o m * @param format an OpenGL texture format. * @return the primitive data type associated with the given OpenGL format. */ public static int getPrimitiveType(int format) { switch (format) { default: case GL11.GL_LUMINANCE8: case GL11.GL_ALPHA8: case GL11.GL_LUMINANCE8_ALPHA8: case GL30.GL_R8: case GL30.GL_RG8: case GL11.GL_RGB8: case GL11.GL_RGBA8: return GL11.GL_UNSIGNED_BYTE; case GL11.GL_LUMINANCE16: case GL11.GL_ALPHA16: case GL11.GL_LUMINANCE16_ALPHA16: case GL14.GL_DEPTH_COMPONENT16: case GL30.GL_R16: case GL30.GL_RG16: case GL11.GL_RGB16: case GL11.GL_RGBA16: return GL11.GL_UNSIGNED_SHORT; case GL30.GL_R16I: case GL30.GL_RG16I: case GL30.GL_RGB16I: case GL30.GL_RGBA16I: return GL11.GL_SHORT; case GL30.GL_DEPTH_COMPONENT32F: case GL30.GL_R32F: case GL30.GL_RG32F: case GL30.GL_RGB32F: case GL30.GL_RGBA32F: return GL11.GL_FLOAT; case GL30.GL_R32I: case GL30.GL_RG32I: case GL30.GL_RGB32I: case GL30.GL_RGBA32I: return GL11.GL_INT; case GL30.GL_DEPTH24_STENCIL8: return GL30.GL_UNSIGNED_INT_24_8; } }
From source file:com.samrj.devil.graphics.TexUtil.java
License:Open Source License
/** * @param format an OpenGL texture format. * @return Approximately how many bits are stored per texel for the given format. */// www . j a v a 2 s .c o m public static long getBits(int format) { switch (format) { //Forward-compatible formats. case GL11.GL_DEPTH_COMPONENT: return 24; case GL14.GL_DEPTH_COMPONENT16: return 16; case GL14.GL_DEPTH_COMPONENT24: return 24; case GL14.GL_DEPTH_COMPONENT32: case GL30.GL_DEPTH_COMPONENT32F: return 32; case GL11.GL_RED: case GL30.GL_R8: return 8; case GL30.GL_R16: case GL30.GL_R16F: case GL30.GL_R16I: return 16; case GL30.GL_R32F: case GL30.GL_R32I: return 32; case GL30.GL_DEPTH_STENCIL: return 8; case GL30.GL_DEPTH24_STENCIL8: return 32; case GL30.GL_DEPTH32F_STENCIL8: return 40; case GL30.GL_RG: case GL30.GL_RG8: return 16; case GL30.GL_RG16: case GL30.GL_RG16F: case GL30.GL_RG16I: return 32; case GL30.GL_RG32F: case GL30.GL_RG32I: return 64; case GL11.GL_RGB: return 24; case GL11.GL_R3_G3_B2: return 8; case GL11.GL_RGB4: return 12; case GL11.GL_RGB5: return 15; case GL11.GL_RGB8: return 24; case GL11.GL_RGB10: return 30; case GL11.GL_RGB12: return 36; case GL11.GL_RGB16: case GL30.GL_RGB16F: case GL30.GL_RGB16I: return 48; case GL30.GL_RGB32F: case GL30.GL_RGB32I: return 96; case GL11.GL_RGBA: return 32; case GL11.GL_RGBA2: return 8; case GL11.GL_RGBA4: return 16; case GL11.GL_RGBA8: return 32; case GL11.GL_RGBA12: return 48; case GL11.GL_RGBA16: case GL30.GL_RGBA16F: case GL30.GL_RGBA16I: return 64; case GL30.GL_RGBA32F: case GL30.GL_RGBA32I: return 128; //Deprecated formats. case GL11.GL_LUMINANCE: case GL11.GL_LUMINANCE8: return 8; case GL11.GL_LUMINANCE16: return 16; case GL11.GL_ALPHA: case GL11.GL_ALPHA8: return 8; case GL11.GL_ALPHA16: return 16; case GL11.GL_LUMINANCE_ALPHA: case GL11.GL_LUMINANCE8_ALPHA8: return 16; case GL11.GL_LUMINANCE16_ALPHA16: return 32; default: return -1; } }
From source file:fr.ign.cogit.geoxygene.appli.gl.RasterImage.java
License:Open Source License
private int generateOptimalGLinternalFormat() { if (defColormap) { // With a colormap, we must keep pixel information in the shader, // only solution, give float to shader if (nbBandsSelected == 1) return GL30.GL_R32F; else if (nbBandsSelected == 2) return GL30.GL_RG32F; else if (nbBandsSelected == 3) return GL30.GL_RGB32F; else// w w w. j a va2s.c om return GL30.GL_RGBA32F; } else if (GLinternalDataType == GL11.GL_BYTE) { if (nbBandsSelected == 1) return GL30.GL_R8; else if (nbBandsSelected == 2) return GL30.GL_RG8; else if (nbBandsSelected == 3) return GL11.GL_RGB8; else return GL11.GL_RGBA8; } else if (GLinternalDataType == GL11.GL_SHORT) { if (nbBandsSelected == 1) return GL30.GL_R16; else if (nbBandsSelected == 2) return GL30.GL_RG16; else if (nbBandsSelected == 3) return GL11.GL_RGB16; else return GL11.GL_RGBA16; } else if (GLinternalDataType == GL11.GL_INT) { if (nbBandsSelected == 1) return GL30.GL_R32I; else if (nbBandsSelected == 2) return GL30.GL_RG32I; else if (nbBandsSelected == 3) return GL30.GL_RGB32I; else return GL30.GL_RGBA32I; } else if (GLinternalDataType == GL11.GL_FLOAT) { if (nbBandsSelected == 1) return GL30.GL_R32F; else if (nbBandsSelected == 2) return GL30.GL_RG32F; else if (nbBandsSelected == 3) return GL30.GL_RGB32F; else return GL30.GL_RGBA32F; } else if (GLinternalDataType == GL11.GL_DOUBLE) { // TODO : check that if (nbBandsSelected == 1) return GL30.GL_R32F; else if (nbBandsSelected == 2) return GL30.GL_RG32F; else if (nbBandsSelected == 3) return GL30.GL_RGB32F; else return GL30.GL_RGBA32F; } else if (GLinternalDataType == GL11.GL_UNSIGNED_BYTE) { // TODO check that too if (nbBandsSelected == 1) return GL30.GL_R8; else if (nbBandsSelected == 2) return GL30.GL_RG8; else if (nbBandsSelected == 3) return GL11.GL_RGB8; else return GL11.GL_RGBA8; } else if (GLinternalDataType == GL11.GL_UNSIGNED_SHORT) { if (nbBandsSelected == 1) return GL30.GL_R16; else if (nbBandsSelected == 2) return GL30.GL_RG16; else if (nbBandsSelected == 3) return GL11.GL_RGB16; else return GL11.GL_RGBA16; } else if (GLinternalDataType == GL11.GL_UNSIGNED_INT) { if (nbBandsSelected == 1) return GL30.GL_R32UI; else if (nbBandsSelected == 2) return GL30.GL_RG32UI; else if (nbBandsSelected == 3) return GL30.GL_RGB32UI; else return GL30.GL_RGBA32UI; } else { System.err.println("generateOptimalGLinternalFormat() failed to find the correct format"); return -1; // nothing to do here with that } }