Example usage for org.lwjgl.opengl GL30 GL_R8

List of usage examples for org.lwjgl.opengl GL30 GL_R8

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 GL_R8.

Prototype

int GL_R8

To view the source code for org.lwjgl.opengl GL30 GL_R8.

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Document

Accepted by the internalFormat parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D.

Usage

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
    }
}