Beispiel #1
0
func makeErrorTexture() {
	gl.Enable(gl.TEXTURE_2D)
	error_texture = gl.GenTexture()
	error_texture.Bind(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	transparent := []byte{0, 0, 0, 0}
	glu.Build2DMipmaps(gl.TEXTURE_2D, 4, 1, 1, gl.RGBA, transparent)
}
Beispiel #2
0
func handleLoadRequest(req loadRequest) {
	f, _ := os.Open(req.path)
	im, _, err := image.Decode(f)
	f.Close()
	if err != nil {
		return
	}
	gray := true
	dx := im.Bounds().Dx()
	dy := im.Bounds().Dy()
	for i := 0; i < dx; i++ {
		for j := 0; j < dy; j++ {
			r, g, b, _ := im.At(i, j).RGBA()
			if r != g || g != b {
				gray = false
				break
			}
		}
		if !gray {
			break
		}
	}
	var canvas draw.Image
	var pix []byte
	if gray {
		ga := NewGrayAlpha(im.Bounds())
		pix = ga.Pix
		canvas = ga
	} else {
		pix = memory.GetBlock(4 * req.data.dx * req.data.dy)
		canvas = &image.RGBA{pix, 4 * req.data.dx, im.Bounds()}
	}
	draw.Draw(canvas, im.Bounds(), im, image.Point{}, draw.Src)
	load_mutex.Lock()
	load_count += len(pix)
	manual_unlock := false
	// This prevents us from trying to send too much to opengl in a single
	// frame.  If we go over the threshold then we hold the lock until we're
	// done sending data to opengl, then other requests will be free to
	// queue up and they will run on the next frame.
	if load_count < load_threshold {
		load_mutex.Unlock()
	} else {
		manual_unlock = true
	}
	render.Queue(func() {
		{
			gl.Enable(gl.TEXTURE_2D)
			req.data.texture = gl.GenTexture()
			req.data.texture.Bind(gl.TEXTURE_2D)
			gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		}
		if gray {
			glu.Build2DMipmaps(gl.TEXTURE_2D, gl.LUMINANCE_ALPHA, req.data.dx, req.data.dy, gl.LUMINANCE_ALPHA, pix)
		} else {
			glu.Build2DMipmaps(gl.TEXTURE_2D, gl.RGBA, req.data.dx, req.data.dy, gl.RGBA, pix)
		}
		memory.FreeBlock(pix)
		if manual_unlock {
			load_count = 0
			load_mutex.Unlock()
		}
	})
}