Пример #1
0
func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
	var texture Texture
	if err := c.runOnContextThread(func() error {
		var t uint32
		gl.GenTextures(1, &t)
		// TODO: Use gl.IsTexture
		if t <= 0 {
			return errors.New("opengl: creating texture failed")
		}
		gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
		texture = Texture(t)
		return nil
	}); err != nil {
		return 0, err
	}
	if err := c.BindTexture(texture); err != nil {
		return 0, err
	}
	if err := c.runOnContextThread(func() error {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(filter))
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(filter))

		var p interface{}
		if pixels != nil {
			p = pixels
		}
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))
		return nil
	}); err != nil {
		return 0, err
	}
	return texture, nil
}
Пример #2
0
func newChipset(file string, tilesize int) chipset {
	imgFile, err := os.Open(file)
	if err != nil {
		log.Fatalf("texture %q not found on disk: %v\n", file, err)
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		panic(err)
	}

	rgba := image.NewRGBA(img.Bounds())
	draw.Draw(rgba, rgba.Bounds(), img, image.ZP, draw.Src)

	var texture uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	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,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return chipset{width: rgba.Bounds().Dx(), height: rgba.Bounds().Dy(), handle: texture, tilesize: tilesize}
}
Пример #3
0
func LataaKuvat() {
	file, err := os.Open("tiles.png")
	if err != nil {
		panic("En saa avattua kuvatiedostoa: " + err.Error())
	}

	kuva, _, err := image.Decode(file)
	if err != nil {
		panic("Kuva on rikki: " + err.Error())
	}

	var texture uint32
	gl.GenTextures(1, &texture)

	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexImage2D(gl.TEXTURE_2D, 0, 4,
		int32(kuva.Bounds().Dx()), int32(kuva.Bounds().Dy()), 0,
		gl.RGBA, gl.UNSIGNED_BYTE,
		unsafe.Pointer(&kuva.(*image.RGBA).Pix[0]),
	)

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

	gl.Enable(gl.TEXTURE_2D)
}
Пример #4
0
func loadTexture(fileName string) (uint32, error) {
	imgFile, err := os.Open("./res/textures/" + fileName)
	if err != nil {
		return 0, err
	}

	imgCfg, _, err := image.DecodeConfig(imgFile)
	if err != nil {
		return 0, err
	}
	_, err = imgFile.Seek(0, 0)
	if err != nil {
		return 0, err
	}

	w, h := int32(imgCfg.Width), int32(imgCfg.Height)

	img, _, err := image.Decode(imgFile)
	if err != nil {
		return 0, err
	}

	buffer := make([]byte, w*h*4)
	index := 0
	for y := 0; y < int(h); y++ {
		for x := 0; x < int(w); x++ {
			pixel := img.At(x, y).(color.NRGBA)
			buffer[index] = pixel.R
			buffer[index+1] = pixel.G
			buffer[index+2] = pixel.B
			buffer[index+3] = pixel.A

			index += 4
		}
	}

	var texture uint32

	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA8,
		w,
		h,
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(buffer))

	return texture, nil
}
Пример #5
0
func (ctx *DrawContext) createHudTexture(o *orrery.Orrery, frametime time.Duration) (uint32, [2]int, error) {
	lines := []string{}

	if o.Paused {
		lines = append(lines, "PAUSED")
	}

	if ctx.verbose {
		lines = append(lines, []string{
			"WASD: Move, 1: Toggle wireframe, H: Toggle HUD verbosity, Q: Quit",
			"Mouse Wheel: Move fast, Mouse Btn #1: Spawn particle, V: Spawn 10 particles",
			"Space: Reset camera, P: Toggle pause",
		}...)
	}

	lines = append(lines, []string{
		fmt.Sprintf(` α: %0.2f θ: %0.2f`, ctx.cam.alpha, ctx.cam.theta),
		fmt.Sprintf(` x: %0.2f y: %0.2f z: %0.2f`, ctx.cam.Pos.X, ctx.cam.Pos.Y, ctx.cam.Pos.Z),
		fmt.Sprintf(` Last frame time: %s`, frametime),
	}...)

	if ctx.verbose {
		particles := o.Particles()
		lines = append(lines, fmt.Sprintf(`#P: %d`, len(particles)))
		for i, p := range particles {
			p.L.Lock()
			l := fmt.Sprintf(` π %d: %s`, i, p)
			p.L.Unlock()
			lines = append(lines, l)
		}
	}

	var txt uint32
	gl.GenTextures(1, &txt)

	gl.BindTexture(gl.TEXTURE_2D, txt)

	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_BASE_LEVEL, 0)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0)

	bg := color.RGBA{0, 0, 0, 0}
	fg := color.RGBA{0, 255, 255, 255}
	img, err := ctx.txt.RenderMultiline(lines, 12.5, bg, fg)
	if err != nil {
		return 0, [2]int{0, 0}, err
	}
	v := reflect.ValueOf(img.Pix)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
		int32(img.Bounds().Dx()), int32(img.Bounds().Dy()),
		0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(v.Index(0).UnsafeAddr()))

	return txt, [2]int{img.Bounds().Dx(), img.Bounds().Dy()}, nil
}
Пример #6
0
func main() {
	runtime.LockOSThread()

	if err := glfw.Init(); err != nil {
		panic(err)
	}
	defer glfw.Terminate()

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

	window.MakeContextCurrent()
	glfw.SwapInterval(1)
	gl.Init()

	data, err := ioutil.ReadFile(filepath.Join("..", "ClearSans-Regular.ttf"))
	if err != nil {
		panic(err)
	}

	gl.Enable(gl.TEXTURE_2D)

	tmpBitmap := make([]byte, 512*512)
	cdata, err, _, tmpBitmap := truetype.BakeFontBitmap(data, 0, 32, tmpBitmap, 512, 512, 32, 96)
	var ftex uint32
	gl.GenTextures(1, &ftex)
	gl.BindTexture(gl.TEXTURE_2D, ftex)
	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.ALPHA, 512, 512, 0,
		gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tmpBitmap[0]))

	gl.ClearColor(0.3, 0.3, 0.32, 1.)

	for !window.ShouldClose() {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.MatrixMode(gl.PROJECTION)
		gl.LoadIdentity()
		gl.Ortho(0, 800, 600, 0, 0, 1)
		gl.MatrixMode(gl.MODELVIEW)
		gl.LoadIdentity()
		gl.Disable(gl.DEPTH_TEST)
		gl.Color4ub(255, 255, 255, 255)
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		my_print(100, 100, "The quick brown fox jumps over the fence", ftex, cdata)

		window.SwapBuffers()
		glfw.PollEvents()
	}
}
Пример #7
0
func createTexture() uint32 {
	var texture uint32
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	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.BindTexture(gl.TEXTURE_2D, 0)
	return texture
}
Пример #8
0
func LoadTexture(path string) {
	//fmt.Printf("Trying to load texture %q: ", path)

	// Open the file
	file, err := os.Open(path)
	if err != nil {
		fmt.Println(os.Getwd())
		log.Fatal(err)
	}
	defer file.Close()

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

	bounds := img.Bounds()
	//fmt.Printf("Loaded %vx%v texture.\n", bounds.Dx(), bounds.Dy())

	var format int
	var pixPointer *uint8
	switch img := img.(type) {
	case *image.RGBA:
		format = gl.RGBA
		pixPointer = &img.Pix[0]
	case *image.NRGBA:
		format = gl.RGBA
		pixPointer = &img.Pix[0]
	case *image.Gray:
		format = gl.ALPHA
		pixPointer = &img.Pix[0]
	default:
		log.Fatalf("LoadTexture: Unsupported type %T.\n", img)
	}

	var texture uint32
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, gl.TRUE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_LOD_BIAS, -0.5)
	gl.TexImage2D(gl.TEXTURE_2D, 0, int32(format), int32(bounds.Dx()), int32(bounds.Dy()), 0, uint32(format), gl.UNSIGNED_BYTE, gl.Ptr(pixPointer))
	CheckGLError()
}
Пример #9
0
func (v *Video) initGL() {
	if err := gl.Init(); err != nil {
		panic(err)
	}

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

	v.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
	posAttrib := uint32(gl.GetAttribLocation(v.prog, gl.Str("vPosition"+"\x00")))
	texCoordAttr := uint32(gl.GetAttribLocation(v.prog, gl.Str("vTexCoord"+"\x00")))
	v.textureUni = gl.GetAttribLocation(v.prog, gl.Str("texture"+"\x00"))

	var texture uint32
	gl.GenTextures(1, &texture)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, texture)

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

	gl.UseProgram(v.prog)
	gl.EnableVertexAttribArray(posAttrib)
	gl.EnableVertexAttribArray(texCoordAttr)
	//posAttrib.EnableArray()
	//texCoordAttr.EnableArray()

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	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])), gl.Ptr(verts), gl.STATIC_DRAW)

	var textCoorBuf uint32
	gl.GenBuffers(1, &textCoorBuf)
	gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf)
	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])), gl.Ptr(texVerts), gl.STATIC_DRAW)

	gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
	gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, gl.PtrOffset(0))
	//posAttrib.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
	//texCoordAttr.AttribPointer(2, gl.FLOAT, false, 0, uintptr(0))
}
Пример #10
0
func (atlas *FontAtlas) draw(rendered *image.RGBA, b Bounds) {
	var texture uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)

	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,
		int32(rendered.Bounds().Dx()),
		int32(rendered.Bounds().Dy()),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rendered.Pix))

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)

	gl.Begin(gl.QUADS)
	{
		gl.TexCoord2f(0, 0)
		gl.Vertex2f(b.Min.X, b.Min.Y)
		gl.TexCoord2f(1, 0)
		gl.Vertex2f(b.Max.X, b.Min.Y)
		gl.TexCoord2f(1, 1)
		gl.Vertex2f(b.Max.X, b.Max.Y)
		gl.TexCoord2f(0, 1)
		gl.Vertex2f(b.Min.X, b.Max.Y)
	}
	gl.End()

	gl.Disable(gl.BLEND)

	gl.DeleteTextures(1, &texture)
	gl.Disable(gl.TEXTURE_2D)
}
Пример #11
0
func NewGLImageFromImage(img image.Image) (*glImage, error) {
	var rgba *image.RGBA
	if asRGBA, ok := img.(*image.RGBA); ok {
		rgba = asRGBA
	} else {
		rgba = image.NewRGBA(img.Bounds())
		if rgba.Stride != rgba.Rect.Size().X*4 {
			return nil, errors.New("unsupported stride")
		}
		draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
	}

	var tex uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &tex)
	gl.BindTexture(gl.TEXTURE_2D, tex)
	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,
		int32(rgba.Bounds().Dx()),
		int32(rgba.Bounds().Dy()),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix),
	)

	return &glImage{
		tex,
		img.Bounds().Dx(),
		img.Bounds().Dy(),
		0.0,
		0.0,
		1.0,
		1.0,
	}, nil
}
Пример #12
0
func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
	var t uint32
	gl.GenTextures(1, &t)
	if t < 0 {
		return 0, errors.New("glGenTexture failed")
	}
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
	gl.BindTexture(gl.TEXTURE_2D, t)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(filter))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(filter))

	var p interface{}
	if pixels != nil {
		p = pixels
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(p))

	return Texture(t), nil
}
Пример #13
0
func NewTexture(img *image.RGBA, opts ...TextureOption) (*Texture, error) {
	if img.Stride != img.Rect.Size().X*4 {
		return nil, fmt.Errorf("unsupported stride in texture image")
	}
	opt := textureOption{
		filterMin: LINEAR,
		filterMag: LINEAR,
		wrap_s:    REPEAT,
		wrap_t:    REPEAT,
	}
	for _, o := range opts {
		o(&opt)
	}

	var id uint32
	gl.GenTextures(1, &id)
	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, id)
	defer gl.BindTexture(gl.TEXTURE_2D, 0)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, int32(opt.filterMin))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, int32(opt.filterMag))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, int32(opt.wrap_s))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, int32(opt.wrap_t))
	gl.TexImage2D(
		gl.TEXTURE_2D,
		0,
		gl.RGBA,
		int32(img.Rect.Size().X),
		int32(img.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(img.Pix))
	return &Texture{
		id:   id,
		size: img.Rect.Size(),
	}, nil
}
Пример #14
0
func (atlas *FontAtlas) upload() {
	if !atlas.Dirty {
		return
	}
	atlas.Dirty = false

	gl.Enable(gl.TEXTURE_2D)

	if atlas.Texture != 0 {
		gl.DeleteTextures(1, &atlas.Texture)
		atlas.Texture = 0
	}

	gl.GenTextures(1, &atlas.Texture)
	gl.BindTexture(gl.TEXTURE_2D, atlas.Texture)

	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,
		int32(atlas.Image.Rect.Size().X),
		int32(atlas.Image.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(atlas.Image.Pix))

	if err := gl.GetError(); err != 0 {
		log.Println(err)
	}

	gl.Disable(gl.TEXTURE_2D)
}
Пример #15
0
func newTexture(file string) uint32 {
	imgFile, err := os.Open(file)
	if err != nil {
		panic(err)
	}
	img, _, err := image.Decode(imgFile)
	if err != nil {
		panic(err)
	}

	rgba := image.NewRGBA(img.Bounds())
	if rgba.Stride != rgba.Rect.Size().X*4 {
		panic("unsupported stride")
	}
	draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)

	var texture uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture)
	gl.BindTexture(gl.TEXTURE_2D, texture)
	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,
		int32(rgba.Rect.Size().X),
		int32(rgba.Rect.Size().Y),
		0,
		gl.RGBA,
		gl.UNSIGNED_BYTE,
		gl.Ptr(rgba.Pix))

	return texture
}
Пример #16
0
func New(cachew, cacheh int) *Stash {
	stash := &Stash{}

	// Create data for clearing the textures
	stash.emptyData = make([]byte, cachew*cacheh)

	// Create first texture for the cache
	stash.tw = cachew
	stash.th = cacheh
	stash.itw = 1 / float64(cachew)
	stash.ith = 1 / float64(cacheh)
	gl.Enable(gl.TEXTURE_2D)
	stash.ttTextures = make([]*Texture, 1)
	stash.ttTextures[0] = &Texture{}
	gl.GenTextures(1, &stash.ttTextures[0].id)
	gl.BindTexture(gl.TEXTURE_2D, stash.ttTextures[0].id)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, int32(cachew), int32(cacheh),
		0, gl.ALPHA, gl.UNSIGNED_BYTE, unsafe.Pointer(&stash.emptyData[0]))
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.Disable(gl.TEXTURE_2D)

	return stash
}
Пример #17
0
func newTexture(rgba image.RGBA) *uint32 {
	var texture1 uint32
	gl.Enable(gl.TEXTURE_2D)
	gl.GenTextures(1, &texture1)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	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))

	return &texture1

}
Пример #18
0
func (stash *Stash) GetGlyph(fnt *Font, codepoint int, isize int16) *Glyph {
	size := float64(isize) / 10

	// Find code point and size.
	h := hashint(uint(codepoint)) & (HASH_LUT_SIZE - 1)
	for i := fnt.lut[h]; i != -1; i = fnt.glyphs[i].next {
		if fnt.glyphs[i].codepoint == codepoint && (fnt.fType == BMFONT || fnt.glyphs[i].size == isize) {
			return fnt.glyphs[i]
		}
	}
	// Could not find glyph.

	// For bitmap fonts: ignore this glyph.
	if fnt.fType == BMFONT {
		return nil
	}

	// For truetype fonts: create this glyph.
	scale := fnt.font.ScaleForPixelHeight(size)
	g := fnt.font.FindGlyphIndex(codepoint)
	if g == 0 {
		// glyph not found
		return nil
	}
	advance, _ := fnt.font.GetGlyphHMetrics(g)
	x0, y0, x1, y1 := fnt.font.GetGlyphBitmapBox(g, scale, scale)
	gw := x1 - x0
	gh := y1 - y0

	// Check if glyph is larger than maximum texture size
	if gw >= stash.tw || gh >= stash.th {
		return nil
	}

	// Find texture and row where the glyph can be fit.
	rh := (int16(gh) + 7) & ^7
	var tt int
	texture := stash.ttTextures[tt]
	var br *Row
	for br == nil {
		for i := range texture.rows {
			if texture.rows[i].h == rh && int(texture.rows[i].x)+gw+1 <= stash.tw {
				br = texture.rows[i]
			}
		}

		// If no row is found, there are 3 possibilities:
		//  - add new row
		//  - try next texture
		//  - create new texture
		if br == nil {
			var py int16
			// Check that there is enough space.
			if len(texture.rows) > 0 {
				py = texture.rows[len(texture.rows)-1].y + texture.rows[len(texture.rows)-1].h + 1
				if int(py+rh) > stash.th {
					if tt < len(stash.ttTextures)-1 {
						tt++
						texture = stash.ttTextures[tt]
					} else {
						// Create new texture
						gl.Enable(gl.TEXTURE_2D)
						texture = &Texture{}
						gl.GenTextures(1, &texture.id)
						gl.BindTexture(gl.TEXTURE_2D, texture.id)
						gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA,
							int32(stash.tw), int32(stash.th), 0,
							gl.ALPHA, gl.UNSIGNED_BYTE,
							unsafe.Pointer(&stash.emptyData[0]))
						gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
						gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
						gl.Disable(gl.TEXTURE_2D)
						stash.ttTextures = append(stash.ttTextures, texture)
					}
					continue
				}
			}
			// Init and add row
			br = &Row{
				x: 0,
				y: py,
				h: rh,
			}
			texture.rows = append(texture.rows, br)
		}
	}

	// Init glyph.
	glyph := &Glyph{
		codepoint: codepoint,
		size:      isize,
		texture:   texture,
		x0:        int(br.x),
		y0:        int(br.y),
		x1:        int(br.x) + gw,
		y1:        int(br.y) + gh,
		xadv:      scale * float64(advance),
		xoff:      float64(x0),
		yoff:      float64(y0),
		next:      0,
	}
	fnt.glyphs = append(fnt.glyphs, glyph)

	// Advance row location.
	br.x += int16(gw) + 1

	// Insert char to hash lookup.
	glyph.next = fnt.lut[h]
	fnt.lut[h] = len(fnt.glyphs) - 1

	// Rasterize
	bmp := make([]byte, gw*gh)
	bmp = fnt.font.MakeGlyphBitmap(bmp, gw, gh, gw, scale, scale, g)
	if len(bmp) > 0 {
		gl.Enable(gl.TEXTURE_2D)
		// Update texture
		gl.BindTexture(gl.TEXTURE_2D, texture.id)
		gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
		gl.TexSubImage2D(gl.TEXTURE_2D, 0, int32(glyph.x0), int32(glyph.y0),
			int32(gw), int32(gh), gl.ALPHA, gl.UNSIGNED_BYTE,
			unsafe.Pointer(&bmp[0]))
		gl.Disable(gl.TEXTURE_2D)
	}

	return glyph
}
Пример #19
0
Файл: gg.go Проект: dmac/gg
func (*backend) TexParameteri(target gg.Enum, pname gg.Enum, param gg.Enum) {
	gl.TexParameteri(uint32(target), uint32(pname), int32(param))
}
Пример #20
0
func setTexMipMap() {
	gl.TexParameteri(gl.TEXTURE_2D, gl.GENERATE_MIPMAP, gl.TRUE)
}
Пример #21
0
func (c *Context) TexParameteri(target int, pname int, param int) {
	gl.TexParameteri(uint32(target), uint32(pname), int32(param))
}
Пример #22
0
// TexParameteri sets an integer texture parameter.
//
// http://www.khronos.org/opengles/sdk/docs/man3/html/glTexParameter.xhtml
func TexParameteri(target, pname Enum, param int) {
	gl.TexParameteri(uint32(target), uint32(pname), int32(param))
}
Пример #23
0
// 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 = 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.
	gl.GenTextures(1, &f.texture)
	gl.BindTexture(gl.TEXTURE_2D, f.texture)
	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, int32(ib.Dx()), int32(ib.Dy()), 0,
		gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(img.Pix))

	// Create display lists for each glyph.
	f.listbase = gl.GenLists(int32(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+uint32(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 = checkGLError()
	return
}