Example #1
0
func loadTexture(glctx gl.Context) {
	a, err := asset.Open("key.jpeg")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	img, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}

	rect := img.Bounds()
	rgba := image.NewRGBA(rect)
	draw.Draw(rgba, rect, img, rect.Min, draw.Src)
	tex := glctx.CreateTexture()

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

	glctx.TexImage2D(gl.TEXTURE_2D, 0, 859, 610, gl.RGBA, gl.UNSIGNED_BYTE, rgba.Pix)

	glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	glctx.ActiveTexture(gl.TEXTURE0)
	glctx.BindTexture(gl.TEXTURE_2D, tex)
	glctx.TexImage2D(
		gl.TEXTURE_2D, 0,
		rect.Max.X-rect.Min.X, rect.Max.Y-rect.Min.Y,
		gl.RGBA, gl.UNSIGNED_BYTE, rgba.Pix)
}
Example #2
0
// TODO pass in an actual Texture ...
func NewTextureBuffer(ctx gl.Context, width, height int) *TextureFramebuffer {
	buf := &TextureFramebuffer{w: width, h: height}
	buf.fbo = Framebuffer{ctx.CreateFramebuffer()}
	buf.tex = Texture{ctx.CreateTexture()}

	buf.def = TextureDef(0, width, height, gl.RGBA, nil)
	buf.filter = TextureFilter(gl.LINEAR, gl.LINEAR)
	buf.wrap = TextureWrap(gl.REPEAT, gl.REPEAT)
	buf.withtex = FramebufferWithTex(buf.tex, 0, buf.def, buf.filter, buf.wrap)
	return buf
}
Example #3
0
func (tex *Texture) Create(ctx gl.Context) {
	tex.Texture = ctx.CreateTexture()
}