示例#1
0
func upload(id gl.Uint, data []byte, stride int, w int, h int) {
	gl.BindTexture(gl.TEXTURE_2D, id)
	gl.PixelStorei(gl.UNPACK_ROW_LENGTH, gl.Int(stride))
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE,
		gl.Sizei(w), gl.Sizei(h), 0,
		gl.LUMINANCE, gl.UNSIGNED_BYTE, gl.Pointer(&data[0]))
}
示例#2
0
文件: backend.go 项目: ajhager/rog
func glInit(width, height int) {
	gl.Init()
	gl.Enable(gl.TEXTURE_2D)
	gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, gl.Double(width), gl.Double(height), 0, -1, 1)
	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.COLOR_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	gl.VertexPointer(2, gl.FLOAT, 0, gl.Pointer(&vs[0]))
	gl.ColorPointer(3, gl.UNSIGNED_BYTE, 0, gl.Pointer(&cs[0]))
	gl.TexCoordPointer(2, gl.FLOAT, 0, gl.Pointer(&ts[0]))
}
示例#3
0
文件: text.go 项目: jctaylor1/haunts
// Sets up anything that wouldn't have been loaded from disk, including
// all opengl data, and sets up finalizers for that data.
func (d *Dictionary) setupGlStuff() {
	d.dlists = make(map[string]uint32)
	d.strs = make(map[string]strBuffer)
	d.pars = make(map[string]strBuffer)

	// TODO: This finalizer is untested
	runtime.SetFinalizer(d, func(d *Dictionary) {
		render.Queue(func() {
			for _, v := range d.dlists {
				gl.DeleteLists(gl.Uint(v), 1)
			}
		})
	})

	render.Queue(func() {
		gl.Enable(gl.TEXTURE_2D)
		gl.GenTextures(1, (*gl.Uint)(&d.texture))
		gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture))
		gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
		gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)

		gl.TexImage2D(
			gl.TEXTURE_2D,
			0,
			gl.ALPHA,
			gl.Sizei(d.data.Dx),
			gl.Sizei(d.data.Dy),
			0,
			gl.ALPHA,
			gl.UNSIGNED_BYTE,
			gl.Pointer(&d.data.Pix[0]))

		gl.Disable(gl.TEXTURE_2D)
	})
}
示例#4
0
func handleLoadRequest(req loadRequest) {
	f, _ := os.Open(req.path)
	im, _, err := image.Decode(f)
	f.Close()
	if err != nil {
		return
	}
	gray := true
	dx := im.Bounds().Dx()
	dy := im.Bounds().Dy()
	for i := 0; i < dx; i++ {
		for j := 0; j < dy; j++ {
			r, g, b, _ := im.At(i, j).RGBA()
			if r != g || g != b {
				gray = false
				break
			}
		}
		if !gray {
			break
		}
	}
	var canvas draw.Image
	var pix []byte
	if gray {
		ga := NewGrayAlpha(im.Bounds())
		pix = ga.Pix
		canvas = ga
	} else {
		pix = memory.GetBlock(4 * req.data.dx * req.data.dy)
		canvas = &image.RGBA{pix, 4 * req.data.dx, im.Bounds()}
	}
	draw.Draw(canvas, im.Bounds(), im, image.Point{}, draw.Src)
	load_mutex.Lock()
	load_count += len(pix)
	manual_unlock := false
	// This prevents us from trying to send too much to opengl in a single
	// frame.  If we go over the threshold then we hold the lock until we're
	// done sending data to opengl, then other requests will be free to
	// queue up and they will run on the next frame.
	if load_count < load_threshold {
		load_mutex.Unlock()
	} else {
		manual_unlock = true
	}
	render.Queue(func() {
		{
			gl.Enable(gl.TEXTURE_2D)
			gl.GenTextures(1, (*gl.Uint)(&req.data.texture))
			gl.BindTexture(gl.TEXTURE_2D, req.data.texture)
			gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
			gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
		}
		if gray {
			gl.TexImage2D(
				gl.TEXTURE_2D,
				0,
				gl.LUMINANCE_ALPHA,
				gl.Sizei(req.data.dx),
				gl.Sizei(req.data.dy),
				0,
				gl.LUMINANCE_ALPHA,
				gl.BYTE,
				gl.Pointer(&pix[0]))
		} else {
			gl.TexImage2D(
				gl.TEXTURE_2D,
				0,
				gl.RGBA,
				gl.Sizei(req.data.dx),
				gl.Sizei(req.data.dy),
				0,
				gl.RGBA,
				gl.UNSIGNED_BYTE,
				gl.Pointer(&pix[0]))
			// gl.TexImage2D(target, level, internalformat, width, height, border, format, type_, pixels)
			// glu.Build2DMipmaps(gl.TEXTURE_2D, gl.RGBA, req.data.dx, req.data.dy, gl.RGBA, pix)
		}
		memory.FreeBlock(pix)
		if manual_unlock {
			load_count = 0
			load_mutex.Unlock()
		}
	})
}