Esempio n. 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
}
Esempio n. 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
}
Esempio n. 3
0
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
}