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-rw-r--r--src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java100
1 files changed, 26 insertions, 74 deletions
diff --git a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
index c8395ff..02e3c5c 100644
--- a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
+++ b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
@@ -128,8 +128,8 @@ public class HWShadowmapsSimple extends Demo {
// Texture objects
private static final int TEX_SIZE = 1024;
- private int decal;
- private int light_image;
+ private Texture decal;
+ private Texture light_image;
private int light_view_depth;
// Depth buffer format
@@ -194,21 +194,18 @@ public class HWShadowmapsSimple extends Demo {
gl.glClearColor(.5f, .5f, .5f, .5f);
- decal = genTexture(gl);
- gl.glBindTexture(GL.GL_TEXTURE_2D, decal);
- BufferedImage img = readPNGImage("demos/data/images/decal_image.png");
- makeRGBTexture(gl, img, GL.GL_TEXTURE_2D, true);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
-
- light_image = genTexture(gl);
- gl.glBindTexture(GL.GL_TEXTURE_2D, light_image);
- img = readPNGImage("demos/data/images/nvlogo_spot.png");
- makeRGBTexture(gl, img, GL.GL_TEXTURE_2D, true);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+ try {
+ decal = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/decal_image.png"),
+ true,
+ TextureIO.PNG);
+ decal.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
+ decal.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
+ light_image = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/nvlogo_spot.png"),
+ true,
+ TextureIO.PNG);
+ } catch (IOException e) {
+ throw new GLException(e);
+ }
quad = gl.glGenLists(1);
gl.glNewList(quad, GL.GL_COMPILE);
@@ -463,51 +460,6 @@ public class HWShadowmapsSimple extends Demo {
return tmp[0];
}
- private BufferedImage readPNGImage(String resourceName) {
- try {
- // Note: use of BufferedInputStream works around 4764639/4892246
- BufferedImage img = ImageIO.read(new BufferedInputStream(getClass().getClassLoader().getResourceAsStream(resourceName)));
- if (img == null) {
- throw new RuntimeException("Error reading resource " + resourceName);
- }
- return img;
- } catch (IOException e) {
- throw new RuntimeException(e);
- }
- }
-
- private void makeRGBTexture(GL gl, BufferedImage img, int target, boolean mipmapped) {
- switch (img.getType()) {
- case BufferedImage.TYPE_3BYTE_BGR:
- case BufferedImage.TYPE_CUSTOM: {
- byte[] data = ((DataBufferByte) img.getRaster().getDataBuffer()).getData();
- if (mipmapped) {
- glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(), img.getHeight(), GL.GL_RGB,
- GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap(data));
- } else {
- gl.glTexImage2D(target, 0, GL.GL_RGB, img.getWidth(), img.getHeight(), 0,
- GL.GL_RGB, GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap(data));
- }
- break;
- }
-
- case BufferedImage.TYPE_INT_RGB: {
- int[] data = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();
- if (mipmapped) {
- glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(), img.getHeight(), GL.GL_RGB,
- GL.GL_UNSIGNED_BYTE, IntBuffer.wrap(data));
- } else {
- gl.glTexImage2D(target, 0, GL.GL_RGB, img.getWidth(), img.getHeight(), 0,
- GL.GL_RGB, GL.GL_UNSIGNED_BYTE, IntBuffer.wrap(data));
- }
- break;
- }
-
- default:
- throw new RuntimeException("Unsupported image type " + img.getType());
- }
- }
-
private void eye_linear_texgen(GL gl) {
Mat4f m = new Mat4f();
m.makeIdent();
@@ -576,10 +528,10 @@ public class HWShadowmapsSimple extends Demo {
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glDisable(GL.GL_LIGHTING);
- gl.glBindTexture(GL.GL_TEXTURE_2D, decal);
- gl.glEnable(GL.GL_TEXTURE_2D);
+ decal.bind();
+ decal.enable();
gl.glCallList(quad);
- gl.glDisable(GL.GL_TEXTURE_2D);
+ decal.disable();
gl.glEnable(GL.GL_LIGHTING);
texgen(gl, false);
@@ -650,8 +602,8 @@ public class HWShadowmapsSimple extends Demo {
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL.GL_MODELVIEW);
- gl.glBindTexture(GL.GL_TEXTURE_2D, light_image);
- gl.glEnable(GL.GL_TEXTURE_2D);
+ light_image.bind();
+ light_image.enable();
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);
gl.glActiveTexture(GL.GL_TEXTURE0);
@@ -663,7 +615,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL.GL_TEXTURE1);
- gl.glDisable(GL.GL_TEXTURE_2D);
+ light_image.disable();
gl.glActiveTexture(GL.GL_TEXTURE0);
render_manipulators(gl, cameraTransform, drawable, params);
@@ -697,8 +649,8 @@ public class HWShadowmapsSimple extends Demo {
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL.GL_MODELVIEW);
- gl.glBindTexture(GL.GL_TEXTURE_2D, light_image);
- gl.glEnable(GL.GL_TEXTURE_2D);
+ light_image.bind();
+ light_image.enable();
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);
// depth compare
@@ -732,7 +684,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL.GL_TEXTURE1);
- gl.glDisable(GL.GL_TEXTURE_2D);
+ light_image.disable();
gl.glActiveTexture(GL.GL_TEXTURE2);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glActiveTexture(GL.GL_TEXTURE0);
@@ -772,8 +724,8 @@ public class HWShadowmapsSimple extends Demo {
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
gl.glMatrixMode(GL.GL_MODELVIEW);
- gl.glBindTexture(GL.GL_TEXTURE_2D, light_image);
- gl.glEnable(GL.GL_TEXTURE_2D);
+ light_image.bind();
+ light_image.enable();
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);
gl.glActiveTexture(GL.GL_TEXTURE0);
@@ -788,7 +740,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, spotlightTransform, null, null);
gl.glActiveTexture(GL.GL_TEXTURE1);
- gl.glDisable(GL.GL_TEXTURE_2D);
+ light_image.disable();
gl.glActiveTexture(GL.GL_TEXTURE0);
}