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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 com.sun.opengl.util.FileUtil;
+import com.sun.opengl.util.texture.Texture;
+import com.sun.opengl.util.texture.TextureData;
+import com.sun.opengl.util.texture.TextureIO;
+import java.io.File;
+import java.io.IOException;
+import javax.media.opengl.GL;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.GLDrawableFactory;
+import javax.media.opengl.GLPbuffer;
+
+
+
+/** 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];
+
+ GLCapabilities caps = new GLCapabilities(null);
+ caps.setDoubleBuffered(false);
+
+ // Make a pbuffer to get an offscreen context
+ if (!GLDrawableFactory.getFactory(caps.getGLProfile()).canCreateGLPbuffer()) {
+ System.out.println("Pbuffer support not available (required to run this demo)");
+ System.exit(1);
+ }
+ GLPbuffer pbuffer = GLDrawableFactory.getFactory(caps.getGLProfile()).createGLPbuffer(caps, null, 2, 2, null);
+ pbuffer.getContext().makeCurrent();
+ GL gl = pbuffer.getGL();
+
+ boolean attemptCompression = false;
+ if (TextureIO.DDS.equals(FileUtil.getFileSuffix(outputFile))) {
+ if (gl.isExtensionAvailable("GL_EXT_texture_compression_s3tc") ||
+ gl.isExtensionAvailable("GL_NV_texture_compression_vtc")) {
+ attemptCompression = true;
+ }
+ }
+
+ TextureData inputData = TextureIO.newTextureData(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));
+ }
+}