コード例 #1
0
ファイル: glutil.go プロジェクト: hyl87/2011_Go_Geo_Gfx
func MakeTextures(num gl.Sizei, glPtr []gl.Uint, dimensions uint8, texFormat gl.Enum, width, height, depth gl.Sizei) {
	var is3d, is2d = (dimensions == 3), (dimensions == 2)
	var texTarget gl.Enum = gltypes.Ife(is3d, gl.TEXTURE_3D, gltypes.Ife(is2d, gl.TEXTURE_2D, gl.TEXTURE_1D))
	gl.GenTextures(num, &glPtr[0])
	PanicIfErrors("MakeTextures.GenTextures(num=%v)", num)
	if width == 0 {
		panic("MakeTextures() needs at least width")
	}
	if height == 0 {
		height = width
	}
	if depth == 0 {
		depth = height
	}
	for i := 0; i < len(glPtr); i++ {
		gl.BindTexture(texTarget, glPtr[i])
		gl.TexParameteri(texTarget, gl.TEXTURE_MAG_FILTER, TexFilter)
		gl.TexParameteri(texTarget, gl.TEXTURE_MIN_FILTER, TexFilter)
		gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_R, TexWrap)
		gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_S, TexWrap)
		gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_T, TexWrap)
		if is3d {
			gl.TexStorage3D(texTarget, 1, texFormat, width, height, depth)
		} else if is2d {
			gl.TexStorage2D(texTarget, 1, texFormat, width, height)
		} else {
			gl.TexStorage1D(texTarget, 1, texFormat, width)
		}
		gl.BindTexture(texTarget, 0)
		PanicIfErrors("MakeTextures.Loop(i=%v dim=%v w=%v h=%v d=%v)", i, dimensions, width, height, depth)
	}
}
コード例 #2
0
ファイル: glutil.go プロジェクト: hyl87/2011_Go_Geo_Gfx
func MakeTextureFromImageFile(filePath string) gl.Uint {
	var file, err = os.Open(filePath)
	var img image.Image
	var tex gl.Uint
	if err != nil {
		panic(err)
	}
	defer file.Close()
	img, _, err = image.Decode(file)
	if err != nil {
		panic(err)
	}
	w, h := img.Bounds().Dx(), img.Bounds().Dy()
	sw, sh := gl.Sizei(w), gl.Sizei(h)
	rgba := image.NewRGBA(image.Rect(0, 0, w, h))
	for x := 0; x < w; x++ {
		for y := 0; y < h; y++ {
			rgba.Set(x, y, img.At(x, h-1-y))
		}
	}
	gl.GenTextures(1, &tex)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	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.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, sw, sh)
	gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, sw, sh, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&rgba.Pix[0]))
	gl.BindTexture(gl.TEXTURE_2D, 0)
	PanicIfErrors("MakeTextureFromImageFile(%v)", filePath)
	return tex
}
コード例 #3
0
ファイル: glutil.go プロジェクト: hyl87/2011_Go_Geo_Gfx
func MakeRttFramebuffer(texFormat gl.Enum, width, height, mipLevels gl.Sizei, anisoFiltering gl.Int) (gl.Uint, gl.Uint) {
	var glPtrTex, glPtrFrameBuf gl.Uint
	var glMagFilter, glMinFilter gl.Int = gl.LINEAR, gl.LINEAR
	if anisoFiltering < 1 {
		glMagFilter, glMinFilter = gl.NEAREST, gl.NEAREST
	}
	if mipLevels > 1 {
		if anisoFiltering < 1 {
			glMinFilter = gl.NEAREST_MIPMAP_NEAREST
		} else {
			glMinFilter = gl.LINEAR_MIPMAP_LINEAR
		}
	}
	gl.GenTextures(1, &glPtrTex)
	gl.BindTexture(gl.TEXTURE_2D, glPtrTex)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glMagFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glMinFilter)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
	if anisoFiltering > 1 {
		gl.TexParameteri(gl.TEXTURE_2D, 0x84FE, anisoFiltering)
	} // max 16
	gl.TexStorage2D(gl.TEXTURE_2D, mipLevels, texFormat, width, height)
	gl.GenFramebuffers(1, &glPtrFrameBuf)
	gl.BindFramebuffer(gl.FRAMEBUFFER, glPtrFrameBuf)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glPtrTex, 0)
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
	gl.BindTexture(gl.TEXTURE_2D, 0)
	PanicIfErrors("MakeRttFramebuffer")
	return glPtrFrameBuf, glPtrTex
}
コード例 #4
0
ファイル: glutil.go プロジェクト: hyl87/2011_Go_Geo_Gfx
func MakeTextureForTarget(glPtr *gl.Uint, dimensions uint8, width, height, depth gl.Sizei, texTarget gl.Enum, texFormat gl.Enum, panicIfErrors, reuseGlPtr bool) {
	var is3d, is2d = (dimensions == 3), (dimensions == 2)
	if texTarget == 0 {
		texTarget = gltypes.Ife(is3d, gl.TEXTURE_3D, gltypes.Ife(is2d, gl.TEXTURE_2D, gl.TEXTURE_1D))
	}
	if texFormat == 0 {
		texFormat = gl.RGBA8
	}
	if width == 0 {
		panic("MakeTextureForTarget() needs at least width")
	}
	if height == 0 {
		height = width
	}
	if depth == 0 {
		depth = height
	}
	if (!reuseGlPtr) || (*glPtr == 0) {
		gl.GenTextures(1, glPtr)
	}
	gl.BindTexture(texTarget, *glPtr)
	gl.TexParameteri(texTarget, gl.TEXTURE_MAG_FILTER, TexFilter)
	gl.TexParameteri(texTarget, gl.TEXTURE_MIN_FILTER, TexFilter)
	gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_S, TexWrap)
	if is2d || is3d {
		gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_T, TexWrap)
	}
	if is3d {
		gl.TexParameteri(texTarget, gl.TEXTURE_WRAP_R, TexWrap)
	}
	if is3d {
		gl.TexStorage3D(texTarget, 1, texFormat, width, height, depth)
	} else if is2d {
		gl.TexStorage2D(texTarget, 1, texFormat, width, height)
	} else {
		gl.TexStorage1D(texTarget, 1, texFormat, width)
	}
	gl.BindTexture(texTarget, 0)
	if panicIfErrors {
		PanicIfErrors("MakeTextureForTarget(dim=%v w=%v h=%v d=%v)", dimensions, width, height, depth)
	}
}
コード例 #5
0
ファイル: glutil.go プロジェクト: hyl87/2011_Go_Geo_Gfx
func MakeTextureFromImageFloatsFile(filePath string, w, h int) gl.Uint {
	var file, err = os.Open(filePath)
	var tex gl.Uint
	var pix = make([]gl.Float, w*h*3)
	var fVal float32
	var raw []uint8
	var buf *bytes.Buffer
	var i int
	if err != nil {
		panic(err)
	}
	defer file.Close()
	raw, err = ioutil.ReadAll(file)
	if err != nil {
		panic(err)
	}
	buf = bytes.NewBuffer(raw)
	for i = 0; (err == nil) && (i < len(pix)); i++ {
		if err = binary.Read(buf, binary.LittleEndian, &fVal); err == io.EOF {
			err = nil
			break
		} else if err == nil {
			pix[i] = gl.Float(fVal)
		}
	}
	if err != nil {
		panic(err)
	}
	sw, sh := gl.Sizei(w), gl.Sizei(h)
	gl.GenTextures(1, &tex)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	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.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexStorage2D(gl.TEXTURE_2D, 1, gl.RGB16F, sw, sh)
	gl.TexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, sw, sh, gl.RGB, gl.FLOAT, gl.Pointer(&pix[0]))
	gl.BindTexture(gl.TEXTURE_2D, 0)
	PanicIfErrors("MakeTextureFromImageFloatsFile(%v)", filePath)
	return tex
}