Beispiel #1
0
func (glRenderer *OpenglRenderer) loadTexture(img image.Image, textureUnit uint32, lod bool) uint32 {
	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		log.Fatal("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
	var texId uint32
	gl.GenTextures(1, &texId)
	gl.ActiveTexture(textureUnit)
	gl.BindTexture(gl.TEXTURE_2D, texId)
	if rgba.Rect.Size().X == 0 || rgba.Rect.Size().Y == 0 {
		return texId
	}
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix),
	)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	if lod {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
		gl.GenerateMipmap(gl.TEXTURE_2D)
	} else {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	}
	return texId
}
Beispiel #2
0
func (glRenderer *OpenglRenderer) loadCubeMap(right, left, top, bottom, back, front image.Image, textureUnit uint32, lod bool) uint32 {
	var texId uint32
	gl.GenTextures(1, &texId)
	gl.ActiveTexture(textureUnit)
	gl.BindTexture(gl.TEXTURE_CUBE_MAP, texId)

	for i := 0; i < 6; i++ {
		img := right
		var texIndex uint32 = gl.TEXTURE_CUBE_MAP_POSITIVE_X
		switch i {
		case 1:
			img = left
			texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_X
		case 2:
			img = top
			texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_Y
		case 3:
			img = bottom
			texIndex = gl.TEXTURE_CUBE_MAP_POSITIVE_Y
		case 4:
			img = back
			texIndex = gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
		case 5:
			img = front
			texIndex = gl.TEXTURE_CUBE_MAP_POSITIVE_Z
		}
		img = imaging.FlipV(img)
		rgba := image.NewRGBA(img.Bounds())
		if rgba.Stride != rgba.Rect.Size().X*4 {
			log.Fatal("unsupported stride")
		}
		draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
		gl.TexImage2D(
			texIndex,
			0,
			gl.RGBA,
			int32(rgba.Rect.Size().X),
			int32(rgba.Rect.Size().Y),
			0,
			gl.RGBA,
			gl.UNSIGNED_BYTE,
			gl.Ptr(rgba.Pix),
		)
		gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
		gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
		gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
		if lod {
			gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
			gl.GenerateMipmap(gl.TEXTURE_CUBE_MAP)
		} else {
			gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		}
	}
	return texId
}
Beispiel #3
0
/** Buffers texture data to GPU memory */
func (tx *Texture) Buffer(img *image.RGBA) {
	/* Buffer image data */
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		int32(tx.InternalFormat),
		tx.Width, tx.Height,
		0,
		tx.Format, tx.DataType,
		gl.Ptr(img.Pix))
}
Beispiel #4
0
func (tx *Texture) Clear() {
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		int32(tx.InternalFormat), // gl.RGBA,
		tx.Width, tx.Height,
		0,
		tx.Format,   //gl.RGBA,
		tx.DataType, // gl.UNSIGNED_BYTE,
		nil)         // null ptr
}
Beispiel #5
0
func NewTexture(file string, linear bool) (err error, texture *Texture, img image.Image) {
	var imgFile *os.File
	if imgFile, err = os.Open(file); err != nil {
		return err, nil, img
	}
	defer imgFile.Close()

	if img, _, err = image.Decode(imgFile); err != nil {
		return err, nil, img
	}

	var rgba *image.RGBA

	rgba = image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return fmt.Errorf("unsupported stride"), nil, img
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	var t uint32
	gl.GenTextures(1, &t)
	texture = &Texture{t, rgba.Rect.Size()}

	texture.BindTexture(0)
	if linear {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	} else {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return nil, texture, img
}
Beispiel #6
0
func (me *Core) AddTexture(file string) int {
	imgFile, err := os.Open(file)
	if err != nil {
		fmt.Println("Could not open file:", file)
		panic(err)
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		fmt.Println("Could not decode file:", file)
		panic(err)
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*FloatSize {
		fmt.Println("Stride unsupported, file:", file)
		panic(err)
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	var texture uint32
	gl.GenTextures(1, &texture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	n := me.nbTexture
	me.Textures[n] = texture
	me.nbTexture++
	return n
}
Beispiel #7
0
func NewFont(file string, rows int) (err error, font *Font) {
	var imgFile *os.File
	if imgFile, err = os.Open(file); err != nil {
		return err, nil
	}
	defer imgFile.Close()

	var img image.Image
	if img, _, err = image.Decode(imgFile); err != nil {
		return err, nil
	}

	gray := image.NewGray(img.Bounds())
	if gray.Stride != gray.Rect.Size().X {
		return fmt.Errorf("unsupported stride"), nil
	}
	draw.Draw(gray, gray.Bounds(), img, image.Point{0, 0}, draw.Src)

	var t uint32
	gl.GenTextures(1, &t)
	var texture *Texture = &Texture{t, gray.Rect.Size()}

	texture.BindTexture(0)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.R8,
		int32(gray.Rect.Size().X),
		int32(gray.Rect.Size().Y),
		0,
		gl.RED,
		gl.UNSIGNED_BYTE,
		gl.Ptr(gray.Pix))

	font = &Font{texture, nil, rows, gray.Rect.Size().X / rows}

	return nil, font
}
Beispiel #8
0
func (glRenderer *OpenglRenderer) CreatePostEffect(shader *renderer.Shader) {

	//Create program
	glRenderer.CreateShader(shader)
	gl.UseProgram(shader.Program)

	//Create Texture
	var fbo_texture uint32
	gl.ActiveTexture(gl.TEXTURE0)
	gl.GenTextures(1, &fbo_texture)
	gl.BindTexture(gl.TEXTURE_2D, fbo_texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(glRenderer.WindowWidth), int32(glRenderer.WindowHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)

	//Create depth buffer
	var dbo uint32
	gl.GenRenderbuffers(1, &dbo)
	gl.BindRenderbuffer(gl.RENDERBUFFER, dbo)
	gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(glRenderer.WindowWidth), int32(glRenderer.WindowHeight))
	gl.BindRenderbuffer(gl.RENDERBUFFER, 0)

	//Create frame buffer
	var fbo uint32
	gl.GenFramebuffers(1, &fbo)
	gl.BindFramebuffer(gl.FRAMEBUFFER, fbo)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbo_texture, 0)
	gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, dbo)

	//add new postEffect to the queue
	newPe := postEffect{
		program:   shader.Program,
		textureId: fbo_texture,
		dboId:     dbo,
		fboId:     fbo,
		shader:    shader,
	}
	glRenderer.postEffects = append(glRenderer.postEffects, newPe)
}
Beispiel #9
0
func (font *Font) createTexture(text string, width int, height int, size float64, dpi float64, rgba color.Color) (uint32, int, int) {
	context := freetype.NewContext()
	context.SetFont(font.ttf)

	img := image.NewRGBA(image.Rect(0, 0, width, height))
	r, g, b, _ := rgba.RGBA()
	draw.Draw(img, img.Bounds(), image.NewUniform(color.RGBA{uint8(r), uint8(g), uint8(b), 0}), image.ZP, draw.Src)

	context.SetDst(img)
	context.SetClip(img.Bounds())
	context.SetSrc(image.NewUniform(rgba))
	context.SetFontSize(size)
	context.SetDPI(dpi)
	pixelBounds, _ := context.DrawString(text, freetype.Pt(0, height/2))

	var tex uint32
	gl.GenTextures(1, &tex)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, tex)

	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(img.Rect.Size().X),
		int32(img.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(img.Pix))

	return tex, int26_6Ceiling(pixelBounds.X + 0x3f), int26_6Ceiling(pixelBounds.Y + 0x3f)
}
Beispiel #10
0
func (t *Texture) create(file string) error {
	imgFile, err := os.Open(file)
	if err != nil {
		return fmt.Errorf("texture %q not found on disk: %v", file, err)
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		return err
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return fmt.Errorf("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	var tex uint32
	gl.GenTextures(1, &tex)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	t.id = tex
	t.Width = rgba.Rect.Size().X
	t.Height = rgba.Rect.Size().Y
	return nil
}
func NewTexture(img image.Image, wrapR, wrapS int32) (*Texture, error) {
	rgba := image.NewRGBA(img.Bounds())
	draw.Draw(rgba, rgba.Bounds(), img, image.Pt(0, 0), draw.Src)
	if rgba.Stride != rgba.Rect.Size().X*4 { // TODO-cs: why?
		return nil, errUnsupportedStride
	}

	var handle uint32
	gl.GenTextures(1, &handle)

	target := uint32(gl.TEXTURE_2D)
	internalFmt := int32(gl.SRGB_ALPHA)
	format := uint32(gl.RGBA)
	width := int32(rgba.Rect.Size().X)
	height := int32(rgba.Rect.Size().Y)
	pixType := uint32(gl.UNSIGNED_BYTE)
	dataPtr := gl.Ptr(rgba.Pix)

	texture := Texture{
		handle: handle,
		target: target,
	}

	texture.Bind(gl.TEXTURE0)
	defer texture.UnBind()

	// set the texture wrapping/filtering options (applies to current bound texture obj)
	// TODO-cs
	gl.TexParameteri(texture.target, gl.TEXTURE_WRAP_R, wrapR)
	gl.TexParameteri(texture.target, gl.TEXTURE_WRAP_S, wrapS)
	gl.TexParameteri(texture.target, gl.TEXTURE_MIN_FILTER, gl.LINEAR) // minification filter
	gl.TexParameteri(texture.target, gl.TEXTURE_MAG_FILTER, gl.LINEAR) // magnification filter

	gl.TexImage2D(target, 0, internalFmt, width, height, 0, format, pixType, dataPtr)

	gl.GenerateMipmap(texture.handle)

	return &texture, nil
}
Beispiel #12
0
func NewTexture(assetName string) (uint32, error) {
	data, err := Asset(assetName)
	if err != nil {
		return 0, err
	}

	img, _, err := image.Decode(bytes.NewReader(data))
	if err != nil {
		return 0, err
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		return 0, fmt.Errorf("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	var texture uint32
	gl.GenTextures(1, &texture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return texture, nil
}