/* * Copyright (c) 2005 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. * * Sun gratefully acknowledges that this software was originally authored * and developed by Kenneth Bradley Russell and Christopher John Kline. */ package demos.texture; import java.io.File; import java.io.IOException; import com.jogamp.opengl.GL; import com.jogamp.opengl.GLCapabilities; import com.jogamp.opengl.GLDrawableFactory; import com.jogamp.opengl.GLOffscreenAutoDrawable; import com.jogamp.opengl.GLProfile; import com.jogamp.common.util.IOUtil; import com.jogamp.opengl.util.texture.Texture; import com.jogamp.opengl.util.texture.TextureData; import com.jogamp.opengl.util.texture.TextureIO; /** Demonstrates how the TextureIO subsystem may be used to convert textures between multiple file formats, including texture compression where available. */ public class TextureConvert { public static void main(String[] args) throws IOException { if (args.length != 2) { System.out.println("Usage: java demos.texture.TextureConvert [input file] [output file]"); System.out.println("Converts texture from input file format to output file format."); System.out.println("If output file format is DDS, compresses texture with DXT3 compression"); System.out.println("if available."); System.exit(1); } String inputFile = args[0]; String outputFile = args[1]; GLProfile glp = GLProfile.getDefault(); GLCapabilities caps = new GLCapabilities(glp); caps.setDoubleBuffered(false); // Make a pbuffer to get an offscreen context if (!GLDrawableFactory.getFactory(glp).canCreateGLPbuffer(null, glp)) { System.out.println("Pbuffer support not available (required to run this demo)"); System.exit(1); } GLOffscreenAutoDrawable pbuffer = GLDrawableFactory.getFactory(glp).createOffscreenAutoDrawable(null, caps, null, 2, 2); pbuffer.display(); // force init pbuffer.getContext().makeCurrent(); GL gl = pbuffer.getGL(); boolean attemptCompression = false; if (TextureIO.DDS.equals(IOUtil.getFileSuffix(outputFile))) { if (gl.isExtensionAvailable("GL_EXT_texture_compression_s3tc") || gl.isExtensionAvailable("GL_NV_texture_compression_vtc")) { attemptCompression = true; } } TextureData inputData = TextureIO.newTextureData(glp, new File(inputFile), false, null); if (attemptCompression && !inputData.isDataCompressed()) { inputData.setInternalFormat(GL.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); } Texture tex = TextureIO.newTexture(inputData); // Now read it back and save to the output file TextureIO.write(tex, new File(outputFile)); } }