Пример #1
0
func (p *glParams) renderUpdateTexture(image, x, y, w, h int, data []byte) error {
	tex := p.context.findTexture(image)
	if tex == nil {
		return errors.New("invalid texture in GLParams.updateTexture")
	}
	p.context.bindTexture(&tex.tex)
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)

	if tex.texType == nvgTextureRGBA {
		data = data[y*tex.width*4:]
	} else {
		data = data[y*tex.width:]
	}
	x = 0
	w = tex.width

	if tex.texType == nvgTextureRGBA {
		gl.TexSubImage2D(gl.TEXTURE_2D, 0, x, y, w, h, gl.RGBA, gl.UNSIGNED_BYTE, data)
	} else {
		gl.TexSubImage2D(gl.TEXTURE_2D, 0, x, y, w, h, gl.LUMINANCE, gl.UNSIGNED_BYTE, data)
	}

	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)

	p.context.bindTexture(nil)

	return nil
}
Пример #2
0
func (p *glParams) renderCreateTexture(texType nvgTextureType, w, h int, flags ImageFlags, data []byte) int {
	if nearestPow2(w) != w || nearestPow2(h) != h {
		if (flags&ImageRepeatX) != 0 || (flags&ImageRepeatY) != 0 {
			dumpLog("Repeat X/Y is not supported for non power-of-two textures (%d x %d)\n", w, h)
			flags &= ^(ImageRepeatY | ImageRepeatX)
		}
		if (flags & ImageGenerateMipmaps) != 0 {
			dumpLog("Mip-maps is not support for non power-of-two textures (%d x %d)\n", w, h)
			flags &= ^ImageGenerateMipmaps
		}
	}
	tex := p.context.allocTexture()
	tex.tex = gl.CreateTexture()
	tex.width = w
	tex.height = h
	tex.texType = texType
	tex.flags = flags

	p.context.bindTexture(&tex.tex)
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)

	if texType == nvgTextureRGBA {
		data = prepareTextureBuffer(data, w, h, 4)
		gl.TexImage2D(gl.TEXTURE_2D, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, data)
	} else {
		data = prepareTextureBuffer(data, w, h, 1)
		gl.TexImage2D(gl.TEXTURE_2D, 0, w, h, gl.LUMINANCE, gl.UNSIGNED_BYTE, data)
	}

	if (flags & ImageGenerateMipmaps) != 0 {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	} else {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	}
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	if (flags & ImageRepeatX) != 0 {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	} else {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	}

	if (flags & ImageRepeatY) != 0 {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	} else {
		gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	}

	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)

	if (flags & ImageGenerateMipmaps) != 0 {
		gl.GenerateMipmap(gl.TEXTURE_2D)
	}

	p.context.checkError("create tex")
	p.context.bindTexture(&gl.Texture{})

	return tex.id
}