Esempio n. 1
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// loadFont loads the given font data. This does not deal with font scaling.
// Scaling should be handled by the independent Bitmap/Truetype loaders.
// We therefore expect the supplied image and charset to already be adjusted
// to the correct font scale.
//
// The image should hold a sprite sheet, defining the graphical layout for
// every glyph. The config describes font metadata.
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
	f = new(Font)
	f.Config = config

	// Resize image to next power-of-two.
	img = glh.Pow2Image(img).(*image.RGBA)
	ib := img.Bounds()

	f.Width = ib.Dx()
	f.Height = ib.Dy()

	// Create the texture itself. It will contain all glyphs.
	// Individual glyph-quads display a subset of this texture.
	f.Texture = gl.GenTexture()
	f.Texture.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0,
		gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)

	// file, err := os.Create("font.png")
	// if err != nil {
	// 	log.Fatal(err)
	// }

	// err = png.Encode(file, img)
	// if err != nil {
	// 	log.Fatal(err)
	// }

	return
}
Esempio n. 2
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func (v *Video) Init(w int, h int) {
	var err error
	if err = glfw.Init(); err != nil {
		log.Fatal(err)
	}

	glfw.OpenWindowHint(glfw.WindowNoResize, gl.TRUE)

	if err = glfw.OpenWindow(w, h, 8, 8, 8, 0, 24, 0, glfw.Windowed); err != nil {
		log.Fatal(err)
	}

	if gl.Init() != 0 {
		log.Fatal("ummm... hmmm")
	}

	glfw.SetWindowSizeCallback(resize)

	gl.Enable(gl.TEXTURE_2D)

	resize(w, h)

	v.Texture = gl.GenTexture()

}
Esempio n. 3
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// Creates a new Framebuffer.
func NewFramebuffer(w int, h int) (fb *Framebuffer, err error) {
	var (
		buffer  gl.Framebuffer
		texture gl.Texture
	)
	buffer = gl.GenFramebuffer()
	buffer.Bind()
	texture = gl.GenTexture()
	texture.Bind(gl.TEXTURE_2D)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
	gl.DrawBuffer(gl.COLOR_ATTACHMENT0)
	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		err = fmt.Errorf("Framebuffer could not be set up")
		return
	}
	fb = &Framebuffer{
		Buffer:  buffer,
		Texture: texture,
		Width:   w,
		Height:  h,
	}
	return
}
Esempio n. 4
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func createTexture(r io.Reader) (gl.Texture, error) {
	img, err := png.Decode(r)
	if err != nil {
		return gl.Texture(0), err
	}

	rgbaImg, ok := img.(*image.NRGBA)
	if !ok {
		return gl.Texture(0), errors.New("texture must be an NRGBA image")
	}

	textureId := gl.GenTexture()
	textureId.Bind(gl.TEXTURE_2D)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

	// flip image: first pixel is lower left corner
	imgWidth, imgHeight := img.Bounds().Dx(), img.Bounds().Dy()
	data := make([]byte, imgWidth*imgHeight*4)
	lineLen := imgWidth * 4
	dest := len(data) - lineLen
	for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride {
		copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride])
		dest -= lineLen
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgWidth, imgHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	return textureId, nil
}
Esempio n. 5
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func imageAlpha(pix []byte, width, height int) (*Sampler2D, error) {
	s := &Sampler2D{
		tex: gl.GenTexture(),
	}
	s.bind()
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, pix)
	return s, nil
}
Esempio n. 6
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// Create a new texture, initialize it to have a `gl.LINEAR` filter and use
// `gl.CLAMP_TO_EDGE`.
func NewTexture(w, h int) *Texture {
	texture := &Texture{gl.GenTexture(), w, h}
	With(texture, func() {
		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)
	})
	return texture
}
Esempio n. 7
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func (rm *ResourceManager) loadTile(name string) (*Bitmap, bool) {
	fname, _ := filepath.Abs(path.Join("resources", name))
	var tex gl.Texture
	allegro.RunInThread(func() {
		tex = gl.GenTexture()
		tex.Bind(gl.TEXTURE_2D)
		glfw.LoadTexture2D(fname, 0)
	})
	bmp := Bitmap{tex, 0, 0, DEFAULT_TILE_WIDTH, DEFAULT_TILE_HEIGHT}
	rm.tileBmps[name] = bmp
	return &bmp, true
}
Esempio n. 8
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func getGLTexture(img image.Image, smoothing int) (gltexture gl.Texture, err error) {
	var data *bytes.Buffer
	if data, err = encodeTGA("texture", img); err != nil {
		return
	}
	gltexture = gl.GenTexture()
	gltexture.Bind(gl.TEXTURE_2D)
	if !glfw.LoadMemoryTexture2D(data.Bytes(), 0) {
		err = fmt.Errorf("Failed to load texture")
		return
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, smoothing)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, smoothing)
	return
}
Esempio n. 9
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func MakeTextureFromTGA(fname string) gl.Texture {
	tex := gl.GenTexture()

	tex.Bind(gl.TEXTURE_2D)
	glfw.LoadTexture2D(fname, 0)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.GenerateMipmap(gl.TEXTURE_2D)

	//	glh.OpenGLSentinel() // check for errors

	return tex
}
func (self *OpenGLRenderer) LoadTexture(texture *render.Texture) gl.Texture {
	glTexture := gl.GenTexture()
	glTexture.Bind(gl.TEXTURE_2D)
	defer glTexture.Unbind(gl.TEXTURE_2D)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)

	self.glTexImage2D(gl.TEXTURE_2D, texture)

	gl.GenerateMipmap(gl.TEXTURE_2D)

	return glTexture
}
Esempio n. 11
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func initTexture2(filename string) gl.Texture {
	img, err := glfw.ReadImage(filename+".tga", glfw.NoRescaleBit)
	if err != nil {
		panic(err)
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.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.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, img.Width(), img.Height(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Data())
	fmt.Println(filename, img.Width(), img.Height())
	return rt
}
Esempio n. 12
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func (v *Video) Init(t <-chan []uint32, ft chan bool, n string) chan [2]int {
	v.tick = t
	v.frametick = ft
	v.resize = make(chan [2]int)

	if sdl.Init(sdl.INIT_VIDEO|sdl.INIT_JOYSTICK|sdl.INIT_AUDIO) != 0 {
		log.Fatal(sdl.GetError())
	}

	v.screen = sdl.SetVideoMode(512, 480, 32, sdl.OPENGL|sdl.RESIZABLE)

	if v.screen == nil {
		log.Fatal(sdl.GetError())
	}

	sdl.WM_SetCaption(fmt.Sprintf("Fergulator - %s", n), "")

	if gl.Init() != 0 {
		panic(sdl.GetError())
	}

	gl.Enable(gl.TEXTURE_2D)
	v.Reshape(int(v.screen.W), int(v.screen.H))

	v.tex = gl.GenTexture()

	joy = make([]*sdl.Joystick, sdl.NumJoysticks())

	for i := 0; i < sdl.NumJoysticks(); i++ {
		joy[i] = sdl.JoystickOpen(i)

		fmt.Println("-----------------")
		if joy[i] != nil {
			fmt.Printf("Joystick %d\n", i)
			fmt.Println("  Name: ", sdl.JoystickName(0))
			fmt.Println("  Number of Axes: ", joy[i].NumAxes())
			fmt.Println("  Number of Buttons: ", joy[i].NumButtons())
			fmt.Println("  Number of Balls: ", joy[i].NumBalls())
		} else {
			fmt.Println("  Couldn't open Joystick!")
		}
	}

	return v.resize
}
Esempio n. 13
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func uploadTexture_RGBA32(w, h int, data []byte) gl.Texture {

	id := gl.GenTexture()
	id.Bind(gl.TEXTURE_2D)
	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, int(w), int(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	if gl.GetError() != gl.NO_ERROR {
		id.Delete()
		panic("Failed to load a texture")
		return 0
	}
	return id
}
Esempio n. 14
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func CreateTexture(img image.Image) (*Texture, error) {
	imgW, imgH := img.Bounds().Dx(), img.Bounds().Dy()
	imgDim := Vector2{float32(imgW), float32(imgH)}

	rgbaImg, ok := img.(*image.NRGBA)
	if !ok {
		return nil, errors.New("texture must be an NRGBA image")
	}

	textureId := gl.GenTexture()
	textureId.Bind(gl.TEXTURE_2D)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgW, imgH, 0, gl.RGBA, gl.UNSIGNED_BYTE, rgbaImg.Pix)

	return &Texture{textureId, imgDim, false, false, false, nextTextureCacheId()}, nil
}
Esempio n. 15
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func NewTextureEmpty(width int, height int, model color.Model) *Texture {
	internalFormat, typ, format, target, e := ColorModelToGLTypes(model)
	if e != nil {
		return nil
	}
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, nil)

	t := &Texture{a, false, nil, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	ResourceManager.Add(t)

	return t
}
Esempio n. 16
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// NewAtlas creates a new texture atlas.
//
// The given width, height and depth determine the size and depth of
// the underlying texture.
//
// depth should be 1, 3 or 4 and it will specify if the texture is
// created with Alpha, RGB or RGBA channels.
// The image data supplied through Atlas.Set() should be of the same format.
func NewTextureAtlas(width, height, depth int) *TextureAtlas {
	switch depth {
	case 1, 3, 4:
	default:
		panic("Invalid depth value")
	}

	a := new(TextureAtlas)
	a.width = width
	a.height = height
	a.depth = depth
	a.used = 0
	a.data = make([]byte, width*height*depth)

	// We want a one pixel border around the whole atlas to avoid
	// any artefacts when sampling our texture.
	a.nodes = append(a.nodes, atlasNode{1, 1, width - 2})
	a.texture = gl.GenTexture()
	return a
}
Esempio n. 17
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func initTexture(filename string, width, height int) gl.Texture {
	file, err := os.Open(filename + ".png")
	if err != nil {
		panic(err)
	}
	defer file.Close()
	img, _, err := image.Decode(file)
	if err != nil {
		panic(err)
	}
	t := reflect.ValueOf(img)
	fmt.Println(t.Elem().Type().Name())
	canvas := image.NewRGBA(image.Rect(0, 0, width, height))
	for y := 0; y < height; y++ {
		for x := 0; x < width; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			if (filename == "hex4v" || filename == "hexstar2" || filename == "hexborder") && r == 0 && g == 0 && b == 0 {
				a = 0
			}
			// if filename == "hex5k" {
			// 	fmt.Println(r, g, b, a)
			// }
			base := 4*x + canvas.Stride*y
			canvas.Pix[base] = uint8(r)
			canvas.Pix[base+1] = uint8(g)
			canvas.Pix[base+2] = uint8(b)
			canvas.Pix[base+3] = uint8(a)
		}
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.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.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas.Pix)
	return rt
}
func (self *OpenGLRenderer) loadCubeMap(material *render.Material) gl.Texture {
	glTexture := gl.GenTexture()
	glTexture.Bind(gl.TEXTURE_CUBE_MAP)
	defer glTexture.Unbind(gl.TEXTURE_CUBE_MAP)

	gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	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)

	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, material.CubeMap[render.CubeFace_Right])
	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, material.CubeMap[render.CubeFace_Left])

	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, material.CubeMap[render.CubeFace_Top])
	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, material.CubeMap[render.CubeFace_Bottom])

	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, material.CubeMap[render.CubeFace_Front])
	self.glTexImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, material.CubeMap[render.CubeFace_Back])

	return glTexture
}
Esempio n. 19
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// Packs image into a texture of size * size dimensions
func (i *ImagePacker) pack(size int) (SpriteSheet, error) {
	rootNode := newNode(size, size)

	for v, img := range i.images {
		err := rootNode.recInsert(img.w, img.h, v)
		if err != nil {
			return SpriteSheet{}, err
		}
	}

	nodeImage := image.NewRGBA(image.Rect(0, 0, size, size))

	traverseNodes(rootNode, func(nd node) {
		draw.Draw(nodeImage, image.Rect(nd.rc.left, nd.rc.top, nd.rc.right, nd.rc.bottom), i.images[nd.id].image, image.ZP, draw.Src)

		i.sprites[nd.id].left = float32(nd.rc.left) / float32(size)
		i.sprites[nd.id].top = float32(nd.rc.bottom) / float32(size)
		i.sprites[nd.id].right = float32(nd.rc.right) / float32(size)
		i.sprites[nd.id].bottom = float32(nd.rc.top) / float32(size)
		i.sprites[nd.id].W = float32(nd.rc.right - nd.rc.left)
		i.sprites[nd.id].H = float32(nd.rc.bottom - nd.rc.top)
	})

	texture := gl.GenTexture()
	texture.Bind(gl.TEXTURE_2D)

	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, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, nodeImage.Pix)

	texture.Unbind(gl.TEXTURE_2D)

	spriteSheet := NewSpriteSheet(texture, size, size)

	return spriteSheet, nil
}
Esempio n. 20
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File: atlas.go Progetto: andrebq/exp
// bind the given atlas to the current GL context
//
// the current implementation is very stupid, since it will
// upload the texture every single call.
//
// later, improve this to upload only if there is a real need for it
func (a *Atlas) bind() error {
	// discard any possible error
	if err := checkGlError(); err != nil {
		return err
	}
	if gl.Object(a.gltex).IsTexture() {
		a.gltex = gl.GenTexture()
	}
	a.gltex.Bind(gl.TEXTURE_2D)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, a.data.Bounds().Dx(), a.data.Bounds().Dy(), 0, gl.RGBA, gl.UNSIGNED_BYTE, a.data.Pix)
	if err := checkGlError(gl.OUT_OF_MEMORY, gl.INVALID_OPERATION); err != nil {
		return err
	}

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.GenerateMipmap(gl.TEXTURE_2D)
	panicGlError()
	return nil
}
Esempio n. 21
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func (video *SDLVideo) initGL() {
	if gl.Init() != 0 {
		panic(sdl.GetError())
	}

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Enable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

	video.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
	posAttrib := video.prog.GetAttribLocation("vPosition")
	texCoordAttr := video.prog.GetAttribLocation("vTexCoord")
	video.textureUni = video.prog.GetAttribLocation("texture")

	video.texture = gl.GenTexture()
	gl.ActiveTexture(gl.TEXTURE0)
	video.texture.Bind(gl.TEXTURE_2D)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	video.prog.Use()
	posAttrib.EnableArray()
	texCoordAttr.EnableArray()

	vertVBO := gl.GenBuffer()
	vertVBO.Bind(gl.ARRAY_BUFFER)
	verts := []float32{-1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0}
	gl.BufferData(gl.ARRAY_BUFFER, len(verts)*int(unsafe.Sizeof(verts[0])), &verts[0], gl.STATIC_DRAW)

	textCoorBuf := gl.GenBuffer()
	textCoorBuf.Bind(gl.ARRAY_BUFFER)
	texVerts := []float32{0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0}
	gl.BufferData(gl.ARRAY_BUFFER, len(texVerts)*int(unsafe.Sizeof(texVerts[0])), &texVerts[0], gl.STATIC_DRAW)

	posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
	texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
}
Esempio n. 22
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func LoadTexture(filename string) gl.Texture {
	r, err := os.Open(filename)
	if err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return 0
	}
	defer r.Close()

	img, _, err := image.Decode(r)
	if err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return 0
	}

	// lazy way to ensure we have the correct image format for opengl
	rgbaImg := image.NewNRGBA(img.Bounds())
	draw.Draw(rgbaImg, img.Bounds(), img, image.ZP, draw.Src)

	tex := gl.GenTexture()
	tex.Bind(gl.TEXTURE_2D)
	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)

	// flip image: first pixel is lower left corner
	w, h := img.Bounds().Dx(), img.Bounds().Dy()
	data := make([]byte, w*h*4)
	lineLen := w * 4
	dest := len(data) - lineLen
	for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride {
		copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride])
		dest -= lineLen
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	return tex
}
Esempio n. 23
0
func NewTexture2(data interface{}, width int, height int, target gl.GLenum, internalFormat int, typ gl.GLenum, format gl.GLenum) *Texture {
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, data)

	t := &Texture{a, false, data, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	//ansi := []float32{0}
	//gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY_EXT, ansi)
	//gl.TexParameterf(target, gl.TEXTURE_MAX_ANISOTROPY_EXT, ansi[0])

	t.PreloadRender() //Forcing texture to go to VRAM and prevent shuttering
	t.data = nil
	data = nil

	ResourceManager.Add(t)

	return t
}
Esempio n. 24
0
func main() {
	b, _ := ioutil.ReadFile("./roboto/roboto-light.ttf")

	font, ferr := tt.Parse(b)

	if ferr != nil {
		fmt.Println("can't parse font %v , len %v", ferr.Error(), len(b))
	}

	fc := ft.NewContext()
	fc.SetFont(font)

	glfw.SetErrorCallback(errorCallback)

	if !glfw.Init() {
		panic("Can't init glfw!")
	}
	defer glfw.Terminate()

	window, err := glfw.CreateWindow(800, 600, "Testing", nil, nil)
	if err != nil {
		panic(err)
	}

	window.MakeContextCurrent()

	gl.Init()

	program := gl.CreateProgram()

	vertexShader := gl.CreateShader(gl.VERTEX_SHADER)
	vertexShader.Source(`
        attribute vec4 a_position;
        attribute vec2 a_coord;
        varying vec2 v_coord;
        void main() {
          gl_Position = a_position;
          v_coord = a_coord;
        }
    `)
	vertexShader.Compile()
	fmt.Printf("vertex: %v\n", vertexShader.GetInfoLog())

	fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER)
	fragmentShader.Source(`
        varying vec2 v_coord;
        uniform sampler2D s_picture;
        uniform vec4 color;
        uniform bool has_picture;
        void main() {
            if(has_picture) {
	            gl_FragColor = texture2D(s_picture, v_coord);
	        } else {
                gl_FragColor = color;
	        }
        } 
    `)

	fragmentShader.Compile()
	fmt.Printf("fragment %v \n", fragmentShader.GetInfoLog())

	program.AttachShader(vertexShader)
	program.AttachShader(fragmentShader)

	program.Link()

	// ini

	//gl.MatrixMode(gl.PROJECTION)
	//gl.Ortho(0, 640, 0, 480, 0, 1)

	gl.ClearColor(0.5, 0.5, 0.5, 0.0)

	root := widget.Widget{
		Name:       "Red",
		Rect:       image.Rect(0, 0, 800, 600),
		Background: color.RGBA{255, 128, 128, 126},
		OnClick:    widget.ClickInner,
		OnDrag:     widget.DragInner,
		OnHover:    widget.HoverInner,
		OnResize:   widget.ResizeItself,
	}

	blue := root.AddWidget(&widget.Widget{
		Name:       "Blue",
		Rect:       image.Rect(100, 100, 200, 200),
		Image:      LoadImage("./test.png"),
		Background: color.RGBA{128, 128, 255, 126},
		OnClick: func(w *widget.Widget, p image.Point) {
			root.SetTop(w)
			fmt.Println("Clicked blue box")
			widget.ClickInner(w, p)
		},
		OnDrag: func(w *widget.Widget, p image.Point, d image.Point) bool {
			widget.DragInner(w, p, d)
			widget.DragItself(w, p, d)
			return true
		},
		OnResize: widget.ResizeItself,
	})

	blue.AddWidget(&widget.Widget{
		Name:       "White",
		Rect:       image.Rect(90, 90, 100, 100),
		Background: color.RGBA{250, 250, 250, 250},
		OnDrag: func(w *widget.Widget, p image.Point, d image.Point) bool {
			widget.DragItself(w, p, d)
			blue.Resize(d)
			return true
		},
	})

	root.AddWidget(&widget.Widget{
		Name:       "Green",
		Rect:       image.Rect(100, 300, 200, 400),
		Background: color.RGBA{128, 255, 128, 126},
		OnClick: func(w *widget.Widget, p image.Point) {
			root.SetTop(w)
			w.Image = LoadImage("./test2.png")
		},
		OnDrag: widget.DragItself,
	})

	root.AddWidget(&widget.Widget{
		Name:       "Black",
		Rect:       image.Rect(100, 400, 150, 450),
		Background: color.RGBA{0, 0, 0, 126},
		OnHover: func(w *widget.Widget, p0 image.Point, p1 image.Point) {
			if p1.In(w.Rect) {
				w.Background = color.RGBA{255, 255, 255, 126}
			} else {
				w.Background = color.RGBA{0, 0, 0, 126}
			}
		},
	})

	white := root.AddWidget(&widget.Widget{
		Name:       "White",
		Text:       "Меня зовут Светлана, я из города Иваново. «Единая Россия» очень много сделала достижений: они подняли экономик… экономику, мы стали более лучшие… одеваться, и не было того что щас — это очень большие достижения! В сельском хозяйстве очень хорошо. (Гладин: Что именно в сельском хозяйстве они сделали?) Стало больше… земель за-а… много, ну… я не знаю даже как сказать… засеивать больше земель… а-а-а вот, овощи там, рожь — вот это всё. Что еще сказать… Так как у нас страна многонациональная, у нас в Москве очень много людей, которые очень помогают нам… с других городов… (вопрос Гладина: Вы считаете это достижение «Единой России»?) Да, это большое достижение! Очень хорошее даже! Видите ну… да… Видите ну у нас в Иванове очень хорошая стала медицина… а…что ещё… благоустройство в городах хорошее… с жильём… никаких проблем. Люди подмогают очень хорошо",
		Rect:       image.Rect(400, 200, 700, 500),
		Foreground: color.RGBA{0, 0, 0, 0},
		Background: color.RGBA{255, 255, 255, 126},
		OnDrag: func(w *widget.Widget, p image.Point, d image.Point) bool {
			root.SetTop(w)
			widget.DragInner(w, p, d)
			widget.DragItself(w, p, d)
			return true
		},
		OnResize: widget.ResizeItself,
		Padding:  image.Rect(20, 20, 20, 20),
	})

	white.AddWidget(&widget.Widget{
		Name:       "White",
		Rect:       image.Rect(290, 290, 300, 300),
		Background: color.RGBA{0, 0, 0, 250},
		OnDrag: func(w *widget.Widget, p image.Point, d image.Point) bool {
			widget.DragItself(w, p, d)
			white.Resize(d)
			return true
		},
	})

	x0 := 0.0
	y0 := 0.0

	window.SetMouseButtonCallback(func(w *glfw.Window, but glfw.MouseButton, act glfw.Action, key glfw.ModifierKey) {
		xpos, ypos := w.GetCursorPosition()

		if act == glfw.Press {
			root.Click(image.Point{X: int(xpos), Y: int(ypos)})

			x0, y0 = xpos, ypos
		}
	})

	window.SetCursorPositionCallback(func(w *glfw.Window, xpos float64, ypos float64) {
		root.Hover(image.Point{X: int(x0), Y: int(y0)}, image.Point{X: int(xpos), Y: int(ypos)})

		if w.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press {
			root.Drag(image.Point{X: int(x0), Y: int(y0)}, image.Point{X: int(xpos - x0), Y: int(ypos - y0)})
			x0, y0 = xpos, ypos
		}

		x0, y0 = xpos, ypos
	})

	width0, height0 := window.GetSize()

	window.SetSizeCallback(func(w *glfw.Window, width int, height int) {
		gl.Viewport(0, 0, width, height)
		root.Rect.Max = image.Point{width, height}
		width0, height0 = width, height
	})

	/*switch(color_type){
	case PNG_COLOR_TYPE_GRAY:
		return GL_LUMINANCE;
	case PNG_COLOR_TYPE_GRAY_ALPHA:
		return GL_LUMINANCE_ALPHA;
	case PNG_COLOR_TYPE_RGB:
		return GL_RGB;
	case PNG_COLOR_TYPE_RGB_ALPHA:
		return GL_RGBA;
	*/

	/*
	   here init texture pool

	   texturePool := make([widget.Widget]texture)
	*/
	for !window.ShouldClose() {
		//Do OpenGL stuff
		program.Use()

		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

		root.DrawBy(image.Point{}, func(w *widget.Widget, corner image.Point) {
			var texture gl.Texture

			if w.Image != nil {
				texture = gl.GenTexture()
				texture.Bind(gl.TEXTURE_2D)
				gl.ActiveTexture(gl.TEXTURE0)

				gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
					w.Image.Rect.Dx(), w.Image.Rect.Dy(),
					0, gl.RGBA, gl.UNSIGNED_BYTE, w.Image.Pix)
			}

			leftX := 2.0*float32(corner.X+w.Rect.Min.X)/float32(root.Rect.Dx()) - 1.0
			leftY := 1.0 - 2.0*float32(corner.Y+w.Rect.Min.Y)/float32(root.Rect.Dy())

			rightX := 2.0*float32(corner.X+w.Rect.Min.X)/float32(root.Rect.Dx()) - 1.0
			rightY := 1.0 - 2.0*float32(corner.Y+w.Rect.Max.Y)/float32(root.Rect.Dy())

			bottomX := 2.0*float32(corner.X+w.Rect.Max.X)/float32(root.Rect.Dx()) - 1.0
			bottomY := 1.0 - 2.0*float32(corner.Y+w.Rect.Min.Y)/float32(root.Rect.Dy())

			topX := 2.0*float32(corner.X+w.Rect.Max.X)/float32(root.Rect.Dx()) - 1.0
			topY := 1.0 - 2.0*float32(corner.Y+w.Rect.Max.Y)/float32(root.Rect.Dy())

			vertices := []float32{
				leftX, leftY,
				rightX, rightY,
				bottomX, bottomY,
				topX, topY,
			}

			texturePoints := []float32{
				0.0, 0.0, 0.0, 1.0,
				1.0, 0.0, 1.0, 1.0,
			}

			s_picture := program.GetUniformLocation("s_picture")
			s_picture.Uniform1i(0)

			has_picture := program.GetUniformLocation("has_picture")

			if w.Image != nil {
				has_picture.Uniform1i(1)
			} else {
				has_picture.Uniform1i(0)
			}

			col := program.GetUniformLocation("color")
			r, g, b, a := w.Background.RGBA()
			col.Uniform4f(float32(r)/float32(0xFFFF), float32(g)/float32(0xFFFF), float32(b)/float32(0xFFFF), float32(a)/float32(0xFFFF))

			gl.PixelStorei(gl.UNPACK_ALIGNMENT, gl.UNSIGNED_BYTE)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

			a_position := program.GetAttribLocation("a_position")
			a_position.AttribPointer(2, gl.FLOAT, false, 0, vertices)
			a_position.EnableArray()

			a_coord := program.GetAttribLocation("a_coord")
			a_coord.AttribPointer(2, gl.FLOAT, false, 0, texturePoints)
			a_coord.EnableArray()

			gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
			gl.Flush()

			texture.Delete()

			if len(w.Text) > 0 {
				rct := w.Rect
				rct.Max = rct.Max.Sub(w.Rect.Min)
				rct.Min = rct.Min.Sub(w.Rect.Min)

				fg := image.NewRGBA(rct)
				fgu := image.NewUniform(color.RGBA{0, 16, 32, 255})
				draw.Draw(fg, fg.Bounds(), fgu, image.ZP, draw.Src)

				bg := image.NewRGBA(rct)
				bgu := image.NewUniform(color.RGBA{255, 255, 255, 255})
				draw.Draw(bg, bg.Bounds(), bgu, image.ZP, draw.Src)

				lineHeight := 20.0

				fc.SetDPI(100.0)
				fc.SetFont(font)
				fc.SetFontSize(12.0)
				fc.SetClip(bg.Bounds())
				fc.SetDst(bg)
				fc.SetSrc(fg)

				p0 := ft.Pt(w.Padding.Min.X, w.Padding.Min.Y)
				p := p0
				for _, s := range w.Text {
					p, _ = fc.DrawString(string(s), p)
					if int(p.X>>8) > rct.Max.X-w.Padding.Max.X-w.Padding.Min.X {
						p.X = p0.X
						p.Y += raster.Fix32(lineHeight * 256)
					}
				}

				var texture gl.Texture

				if bg != nil {
					texture = gl.GenTexture()
					texture.Bind(gl.TEXTURE_2D)
					gl.ActiveTexture(gl.TEXTURE0)

					gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
						bg.Rect.Dx(), bg.Rect.Dy(),
						0, gl.RGBA, gl.UNSIGNED_BYTE, bg.Pix)
				}

				leftX := 2.0*float32(corner.X+w.Rect.Min.X)/float32(root.Rect.Dx()) - 1.0
				leftY := 1.0 - 2.0*float32(corner.Y+w.Rect.Min.Y)/float32(root.Rect.Dy())

				rightX := 2.0*float32(corner.X+w.Rect.Min.X)/float32(root.Rect.Dx()) - 1.0
				rightY := 1.0 - 2.0*float32(corner.Y+w.Rect.Max.Y)/float32(root.Rect.Dy())

				bottomX := 2.0*float32(corner.X+w.Rect.Max.X)/float32(root.Rect.Dx()) - 1.0
				bottomY := 1.0 - 2.0*float32(corner.Y+w.Rect.Min.Y)/float32(root.Rect.Dy())

				topX := 2.0*float32(corner.X+w.Rect.Max.X)/float32(root.Rect.Dx()) - 1.0
				topY := 1.0 - 2.0*float32(corner.Y+w.Rect.Max.Y)/float32(root.Rect.Dy())

				vertices := []float32{
					leftX, leftY,
					rightX, rightY,
					bottomX, bottomY,
					topX, topY,
				}

				texturePoints := []float32{
					0.0, 0.0, 0.0, 1.0,
					1.0, 0.0, 1.0, 1.0,
				}

				s_picture := program.GetUniformLocation("s_picture")
				s_picture.Uniform1i(0)

				has_picture := program.GetUniformLocation("has_picture")

				if bg != nil {
					has_picture.Uniform1i(1)
				} else {
					has_picture.Uniform1i(0)
				}

				col := program.GetUniformLocation("color")
				r, g, b, a := w.Background.RGBA()
				col.Uniform4f(float32(r)/float32(0xFFFF), float32(g)/float32(0xFFFF), float32(b)/float32(0xFFFF), float32(a)/float32(0xFFFF))

				gl.PixelStorei(gl.UNPACK_ALIGNMENT, gl.UNSIGNED_BYTE)
				gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

				a_position := program.GetAttribLocation("a_position")
				a_position.AttribPointer(2, gl.FLOAT, false, 0, vertices)
				a_position.EnableArray()

				a_coord := program.GetAttribLocation("a_coord")
				a_coord.AttribPointer(2, gl.FLOAT, false, 0, texturePoints)
				a_coord.EnableArray()

				gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
				gl.Flush()

				texture.Delete()
			}
		})

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Esempio n. 25
0
func LoadSkybox() {
	gl.ActiveTexture(gl.TEXTURE0)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	t := gl.GenTexture()
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	t.Bind(gl.TEXTURE_CUBE_MAP)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	const filename = "Skybox_tut13_384x256.png"
	img, err := LoadImage(filename)
	if err != nil {
		panic(err)
	}

	size := img.Bounds().Size()
	w := size.X
	h := size.Y
	if w/3 != h/2 {
		panic("incorrect aspect ratio")
	}
	s := h / 2 // Size of one face of the cube.

	targets := [...]gl.GLenum{
		gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
		gl.TEXTURE_CUBE_MAP_POSITIVE_X,
		gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
		gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
		gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,
		gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
	}
	rs := []image.Rectangle{
		image.Rect(0*s, 0*s, 1*s, 1*s), // 0 side.
		image.Rect(1*s, 0*s, 2*s, 1*s), // 1 side.
		image.Rect(2*s, 0*s, 3*s, 1*s), // 2 side.
		image.Rect(0*s, 1*s, 1*s, 2*s), // 3 bottom.
		image.Rect(1*s, 1*s, 2*s, 2*s), // 4 top.
		image.Rect(2*s, 1*s, 3*s, 2*s), // 5 side.
	}
	// redirect must end with 3 and 4.  This places the floor at -z and the
	// sky at +z.
	// All the sides look properly oriented (grass down) on the +y side.
	// Considering that the sky is properly oriented the way it is, then
	// rectangle 5 contains the picture that matches it on the +y side.
	// Therefore, redirect must end with 5, 3, 4.
	// Problem now: all the other sides, and maybe the floor too, need to be
	// rotated in order to line up, that is having their sky on top.
	redirect := [...]int{0, 2, 1, 5, 3, 4}

	ID := matrix23{1, 0, 0, 1, 0, 0}
	ms := [...]matrix23{
		matrix23{0, -1, 1, 0, 0, s - 1},
		matrix23{0, 1, -1, 0, s - 1, 0},
		matrix23{-1, 0, 0, -1, s - 1, s - 1},
		ID,
		matrix23{-1, 0, 0, -1, s - 1, s - 1},
		ID,
	}

	rgba := forceRGBA(img)
	for i, target := range targets {
		subimage := rgba.SubImage(rs[redirect[i]])
		data := GlRgba(subimage, ms[i])
		gl.TexImage2D(
			target,
			0,                // Mipmap level.
			gl.SRGB8_ALPHA8,  // Format inside OpenGL.
			s,                // Width.
			s,                // Height.
			0,                // Border.  Doc says it must be 0.
			gl.RGBA,          // Format of the data that...
			gl.UNSIGNED_BYTE, // ... I give to OpenGL.
			data,             // And the data itself.
		)
		if err := CheckGlError(); err != nil {
			panic(err)
		}
	}

	const target = gl.TEXTURE_CUBE_MAP
	gl.GenerateMipmap(target)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	gl.TexParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	t.Unbind(target)

	globaltexture = t
}
Esempio n. 26
0
func LoadTexture() {
	gl.ActiveTexture(gl.TEXTURE0)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	t := gl.GenTexture()
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	const target = gl.TEXTURE_2D

	t.Bind(target)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	img, err := LoadImage("test.jpg")
	if err != nil {
		panic(err)
	}

	data := GlRgba(img, matrix23{1, 0, 0, 1, 0, 0})
	size := img.Bounds().Size()

	gl.TexImage2D(
		target,
		0,                // Mipmap level.
		gl.SRGB8_ALPHA8,  // Format inside OpenGL.
		size.X,           // Width.
		size.Y,           // Height.
		0,                // Border.  Doc says it must be 0.
		gl.RGBA,          // Format of the data that...
		gl.UNSIGNED_BYTE, // ... I give to OpenGL.
		data,             // And the data itself.
	)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	gl.GenerateMipmap(target)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	gl.TexParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	if err := CheckGlError(); err != nil {
		panic(err)
	}
	gl.TexParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	if err := CheckGlError(); err != nil {
		panic(err)
	}

	t.Unbind(target)

	globaltexture = t
}
Esempio n. 27
0
func TextureFromDDS(fname string) (gl.Texture, error) {
	file, err := os.Open(fname)
	if err != nil {
		return gl.Texture(0), fmt.Errorf("Cannot open DDS file: %v", err)
	}
	defer file.Close()

	var filecode [4]byte
	binary.Read(file, binary.LittleEndian, &filecode) // DDS is always Little Endian encoded
	if string(filecode[:]) != "DDS " {
		return gl.Texture(0), fmt.Errorf("File code is not DDS, instead got %v.", string(filecode[:]))
	}

	header := ddsHeader{}
	err = binary.Read(file, binary.LittleEndian, &header)
	if err != nil {
		return gl.Texture(0), fmt.Errorf("Couldn't read DDS header: %v", err)
	}

	stat, err := file.Stat()
	if err != nil {
		return gl.Texture(0), fmt.Errorf("Couldn't get size of file: %v", err)
	}

	// All of the file after the header and file identifier "DDS "
	// is images. 4 byte identifier + 124 byte header = 128 bytes
	// to take off the file size.
	bufSize := stat.Size() - 128

	buffer := make([]byte, bufSize)
	err = binary.Read(file, binary.LittleEndian, buffer)
	if err != nil {
		return gl.Texture(0), fmt.Errorf("Couldn't read all mipmaps into buffer: %v", err)
	}

	//var components uint32
	var blockSize uint32
	var format gl.GLenum
	switch header.PixelFormat.FourCC {
	case fourCC_DXT1:
		format = gl.COMPRESSED_RGBA_S3TC_DXT1_EXT
		//components = 3
		blockSize = 8
	case fourCC_DXT3:
		format = gl.COMPRESSED_RGBA_S3TC_DXT3_EXT
		//components = 4
		blockSize = 16
	case fourCC_DXT5:
		format = gl.COMPRESSED_RGBA_S3TC_DXT5_EXT
		//components = 4
		blockSize = 16
	default:
		return gl.Texture(0), fmt.Errorf("Invalid four CC in DDS header. Got: %x; Expected %x; %x; or %x", header.PixelFormat.FourCC, fourCC_DXT1, fourCC_DXT3, fourCC_DXT5)
	}

	offset := 0

	tex := gl.GenTexture()
	tex.Bind(gl.TEXTURE_2D)
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)

	for level, width, height := 0, header.Width, header.Height; level < int(header.MipMapCount) && (width > 0 || height > 0); level, width, height = level+1, width/2, height/2 {
		size := int(((width + 3) / 4) * ((height + 3) / 4) * blockSize)
		gl.CompressedTexImage2D(gl.TEXTURE_2D, level, format, int(width), int(height), 0, size, &buffer[offset])

		offset += size
	}

	return tex, nil
}
Esempio n. 28
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// loadFont loads the given font data. This does not deal with font scaling.
// Scaling should be handled by the independent Bitmap/Truetype loaders.
// We therefore expect the supplied image and charset to already be adjusted
// to the correct font scale.
//
// The image should hold a sprite sheet, defining the graphical layout for
// every glyph. The config describes font metadata.
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
	f = new(Font)
	f.config = config

	// Resize image to next power-of-two.
	img = glh.Pow2Image(img).(*image.RGBA)
	ib := img.Bounds()

	// Create the texture itself. It will contain all glyphs.
	// Individual glyph-quads display a subset of this texture.
	f.texture = gl.GenTexture()
	f.texture.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0,
		gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)

	// Create display lists for each glyph.
	f.listbase = gl.GenLists(len(config.Glyphs))

	texWidth := float32(ib.Dx())
	texHeight := float32(ib.Dy())

	for index, glyph := range config.Glyphs {
		// Update max glyph bounds.
		if glyph.Width > f.maxGlyphWidth {
			f.maxGlyphWidth = glyph.Width
		}

		if glyph.Height > f.maxGlyphHeight {
			f.maxGlyphHeight = glyph.Height
		}

		// Quad width/height
		vw := float32(glyph.Width)
		vh := float32(glyph.Height)

		// Texture coordinate offsets.
		tx1 := float32(glyph.X) / texWidth
		ty1 := float32(glyph.Y) / texHeight
		tx2 := (float32(glyph.X) + vw) / texWidth
		ty2 := (float32(glyph.Y) + vh) / texHeight

		// Advance width (or height if we render top-to-bottom)
		adv := float32(glyph.Advance)

		gl.NewList(f.listbase+uint(index), gl.COMPILE)
		{
			gl.Begin(gl.QUADS)
			{
				gl.TexCoord2f(tx1, ty2)
				gl.Vertex2f(0, 0)
				gl.TexCoord2f(tx2, ty2)
				gl.Vertex2f(vw, 0)
				gl.TexCoord2f(tx2, ty1)
				gl.Vertex2f(vw, vh)
				gl.TexCoord2f(tx1, ty1)
				gl.Vertex2f(0, vh)
			}
			gl.End()

			switch config.Dir {
			case LeftToRight:
				gl.Translatef(adv, 0, 0)
			case RightToLeft:
				gl.Translatef(-adv, 0, 0)
			case TopToBottom:
				gl.Translatef(0, -adv, 0)
			}
		}
		gl.EndList()
	}

	err = glh.CheckGLError()
	return
}