Пример #1
0
func TextureFromFile(fname string) *glh.Texture {
	f, err := os.Open(fname)
	if err != nil {
		panic(err)
	}

	// All images will be valid
	img, _, _ := image.Decode(f)
	width := img.Bounds().Size().X
	height := img.Bounds().Size().Y
	t := glh.NewTexture(width, height)
	t.FromImage(img, 0)
	return t
}
Пример #2
0
func (block *Block) BuildTexture() {
	block.tex = glh.NewTexture(1024, 256)
	block.tex.Init()

	// TODO: use runtime.SetFinalizer() to clean up/delete the texture?
	glh.With(block.tex, func() {
		//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_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
		// TODO: Only try and activate anisotropic filtering if it is available

		gl.TexParameterf(gl.TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, MaxAnisotropy)
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 1)
	})

	for i := 0; i < 2; i++ {
		glh.With(&glh.Framebuffer{Texture: block.tex, Level: i}, func() {
			glh.With(glh.Attrib{gl.COLOR_BUFFER_BIT}, func() {
				gl.ClearColor(1, 0, 0, 0)
				gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
			})
			viewport_proj := glh.Compound(glh.Attrib{gl.VIEWPORT_BIT},
				glh.Matrix{gl.PROJECTION})

			glh.With(viewport_proj, func() {
				gl.Viewport(0, 0, block.tex.W/(1<<uint(i)), block.tex.H/(1<<uint(i)))
				gl.LoadIdentity()
				//gl.Ortho(0, float64(tex.w), 0, float64(tex.h), -1, 1)
				gl.Ortho(-2, -2+WIDTH, 2, -2, -1, 1)

				glh.With(glh.Matrix{gl.MODELVIEW}, func() {
					gl.LoadIdentity()

					//gl.Hint(gl.LINES, gl.NICEST)
					//gl.LineWidth(4)
					/*
						glh.With(glh.Primitive{gl.LINES}, func() {
							gl.Color4f(1, 1, 1, 1)
							gl.Vertex2f(-2, 0)
							gl.Vertex2f(2, 0)
						})
					*/

					gl.PointSize(4)
					glh.With(glh.Matrix{gl.MODELVIEW}, func() {
						gl.Translated(0, -2, 0)
						gl.Scaled(1, 4/float64(block.nrecords), 1)

						block.vertex_data.Render(gl.POINTS)
					})

					/*
						gl.Color4f(0.5, 0.5, 1, 1)
						With(Primitive{gl.LINE_LOOP}, func() {
							b := 0.2
							Squared(-2.1+b, -2.1+b, 4.35-b*2, 4.2-b*2)
						})
					*/
				})
			})
		})
	}

	//block.img = block.tex.AsImage()
	if !block.detail_needed {
		block.vertex_data = nil
		runtime.GC()
	}

	blocks_rendered++
}
Пример #3
0
func NewCanvas(w, h int) *Canvas {
	buffer := new(glh.Framebuffer)
	buffer.Texture = glh.NewTexture(w, h)
	buffer.Texture.Init()
	return &Canvas{w, h, buffer}
}