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/*
* 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));
}
}
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