Пример #1
0
func uploadTexture_NRGBA32(img *image.NRGBA) gl.Texture {
	b := img.Bounds()
	data := make([]uint8, b.Max.X*b.Max.Y*4)
	for y := 0; y < b.Max.Y; y++ {
		for x := 0; x < b.Max.X; x++ {
			p := &img.Pix[y*img.Stride+x]
			offset := y*b.Max.X*4 + x*4
			data[offset+0] = p.R
			data[offset+1] = p.G
			data[offset+2] = p.B
			data[offset+3] = p.A
		}
	}

	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, b.Max.X, b.Max.Y, 0, gl.RGBA, data)

	if gl.GetError() != gl.NO_ERROR {
		id.Delete()
		panic(os.NewError("Failed to load a texture"))
		return 0
	}
	return id
}
// Load bitmap from path as GL texture
func LoadGLTexture(path string) {
	image := sdl.Load(path)
	if image == nil {
		panic(sdl.GetError())
	}

	// Check that the image's width is a power of 2
	if image.W&(image.W-1) != 0 {
		fmt.Println("warning:", path, "has a width that is not a power of 2")
	}

	// Also check if the height is a power of 2
	if image.H&(image.H-1) != 0 {
		fmt.Println("warning:", path, "has an height that is not a power of 2")
	}

	// get the number of channels in the SDL surface
	nOfColors := image.Format.BytesPerPixel
	var textureFormat gl.GLenum

	if nOfColors == 4 { // contains alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGBA
		} else {
			textureFormat = gl.BGRA
		}
	} else if nOfColors == 3 { // no alpha channel
		if image.Format.Rmask == 0x000000ff {
			textureFormat = gl.RGB
		} else {
			textureFormat = gl.BGR
		}
	} else {
		fmt.Println("warning:", path, "is not truecolor, this will probably break")
	}

	texture = gl.GenTexture()

	// Typical texture generation using data from the bitmap
	gl.BindTexture(gl.TEXTURE_2D, uint(texture))

	// Generate the texture
	gl.TexImage2D(gl.TEXTURE_2D, 0, int(image.Format.BytesPerPixel),
		int(image.W), int(image.H),
		0, textureFormat, gl.UNSIGNED_BYTE, image.Pixels,
	)

	// linear filtering
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)

	// free up memory we have used.
	image.Free()
}
Пример #3
0
func (gd *openGLGraphicsDevice) NewTexture2D(img image.Image) Texture2D {
	rect := img.Bounds()
	width, height := rect.Max.X-rect.Min.X, rect.Max.Y-rect.Min.Y
	id := gl.GenTexture()
	id.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)
	switch i := img.(type) {
	case *image.RGBA:
		gl.TexImage2D(gl.TEXTURE_2D, 0, 4, width, height, 0, gl.RGBA, &i.Pix[0].R)
		//fmt.Println("teximg2d", i.Pix[0:4], i.Stride, width, height, gl.GetError(), id)
	default:
		panic("unknown format")
	}
	return &openGLTexture2D{id}
}
Пример #4
0
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, data)

	if gl.GetError() != gl.NO_ERROR {
		id.Delete()
		panic("Failed to load a texture")
		return 0
	}
	return id
}
Пример #5
0
func loadSurface(img image.Image) gl.Texture {
	w := img.Bounds().Dx()
	h := img.Bounds().Dy()
	rgba := image.NewRGBA(w, h)
	for x := 0; x < w; x++ {
		for y := 0; y < h; y++ {
			rgba.Set(x, y, img.At(x, y))
		}
	}
	gl.ActiveTexture(gl.TEXTURE0)
	texture := gl.GenTexture()
	texture.Bind(gl.TEXTURE_2D)

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

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

	texture.Unbind(gl.TEXTURE_2D)
	return texture
}