func (f *Font) setupTextRendering(color [3]byte, txt string) (gl.GLuint, *sdl.Surface, *sdl.Surface, *sdl.Surface, int, int) { // var texture gl.GLuint /* Use SDL_TTF to render our text */ var col sdl.Color col.R = color[0] col.G = color[1] col.B = color[2] // get surface with text initial := ttf.RenderText_Blended(f.font, txt, col) /* Convert the rendered text to a known format */ w := next_p2(int(initial.W)) h := next_p2(int(initial.H)) intermediarya := sdl.CreateRGBSurface(0, w, h, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000) var rr *sdl.Rect = nil intermediarya.Blit(rr, initial, rr) intermediary := intermediarya.DisplayFormatAlpha() /* Tell GL about our new texture */ gl.GenTextures(1, &texture) gl.BindTexture(gl.TEXTURE_2D, texture) gl.TexImage2D(gl.TEXTURE_2D, 0, 4, gl.GLsizei(w), gl.GLsizei(h), 0, gl.BGRA, gl.UNSIGNED_BYTE, unsafe.Pointer(intermediary.Pixels)) gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE) /* GL_NEAREST looks horrible, if scaled... */ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) /* prepare to render our texture */ gl.Enable(gl.TEXTURE_2D) gl.BindTexture(gl.TEXTURE_2D, texture) gl.Color4f(1.0, 1.0, 1.0, 1.0) gl.Enable(gl.BLEND) // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR) // TODO : MAke real alpha work! return texture, initial, intermediarya, intermediary, w, h }
// load in bitmap as a GL texture func LoadGLTextures(path string) { // storage space for the textures image, format := LoadImage(path) // Create the textures gl.GenTextures(textures[:]) genTexture(textures[0], image, format) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) genTexture(textures[1], image, format) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) genTexture(textures[2], image, format) gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, gl.TRUE) }
func uploadTexture_RGBA32(w, h int, data []byte) gl.GLuint { var id gl.GLuint gl.GenTextures(1, &id) gl.BindTexture(gl.TEXTURE_2D, id) 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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.GLsizei(w), gl.GLsizei(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&data[0])) if gl.GetError() != gl.NO_ERROR { gl.DeleteTextures(1, &id) panic("Failed to load a texture") return 0 } return id }
// load in bitmap as a GL texture func LoadGLTextures(path string) { image := sdl.Load(path) if image == nil { panic(sdl.GetError()) } // Check that the image's width is a power of 2 if image.W & (image.W - 1) != 0 { fmt.Println("warning:", path, "has a width that is not a power of 2") } // Also check if the height is a power of 2 if image.H & (image.H - 1) != 0 { fmt.Println("warning:", path, "has an height that is not a power of 2") } // get the number of channels in the SDL surface nOfColors := image.Format.BytesPerPixel var textureFormat gl.GLenum if nOfColors == 4 { // contains alpha channel if image.Format.Rmask == 0x000000ff { textureFormat = gl.RGBA } else { textureFormat = gl.BGRA } } else if nOfColors == 3 { // no alpha channel if image.Format.Rmask == 0x000000ff { textureFormat = gl.RGB } else { textureFormat = gl.BGR } } else { fmt.Println("warning:", path, "is not truecolor, this will probably break") } // Create the textures gl.GenTextures(textures[:]) // First texture gl.BindTexture(gl.TEXTURE_2D, uint(textures[0])) gl.TexImage2D( gl.TEXTURE_2D, 0, 3, int(image.W), int(image.H), 0, textureFormat, gl.UNSIGNED_BYTE, image.Pixels, ) // linear filtering gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) // Second texture gl.BindTexture(gl.TEXTURE_2D, uint(textures[1])) gl.TexImage2D(gl.TEXTURE_2D, 0, 3, int(image.W), int(image.H), 0, textureFormat, gl.UNSIGNED_BYTE, image.Pixels, ) // Mipmapped filtering gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) // Third texture gl.BindTexture(gl.TEXTURE_2D, uint(textures[2])) gl.TexImage2D(gl.TEXTURE_2D, 0, 3, int(image.W), int(image.H), 0, textureFormat, gl.UNSIGNED_BYTE, image.Pixels, ) // Mipmapped filtering gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) glu.Build2DMipmaps( gl.TEXTURE_2D, 3, int(image.W), int(image.H), textureFormat, image.Pixels, ) }