LWJGL Textures and Strings

╄→尐↘猪︶ㄣ 提交于 2019-11-27 01:52:56

问题


Is it possible to load PNG Textures and draw Strings in LWJGL WITHOUT using the Slick Framework?

Everytime I google "how to load png images in lwjgl" I get answers like this -> "hey just use the textureloader from the slick framework".
Same for "how to draw strings in lwjgl" -> "just use the TTFFont Class from the slick framework"

But I don't want to use this half-way-crossframework design. Because I don't think that this is the best way.

Are there any Libraries or Extensions for LWJGL that are only made for Textures or Strings?


回答1:


Basically, you take a BufferedImage, use getRGB() to get the RGB of each pixel, take that data and put it into a ByteBuffer (the data type used to input image data to OpenGL), set some texture data, and create the GL_TEXTURE_2D.

This code by Krythic does it:

import java.awt.image.BufferedImage;
import java.io.IOException;
import java.nio.ByteBuffer;

import javax.imageio.ImageIO;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL12;

import static org.lwjgl.opengl.GL11.*;

public class TextureLoader {
    private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
       public static int loadTexture(BufferedImage image){

          int[] pixels = new int[image.getWidth() * image.getHeight()];
            image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

            ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB

            for(int y = 0; y < image.getHeight(); y++){
                for(int x = 0; x < image.getWidth(); x++){
                    int pixel = pixels[y * image.getWidth() + x];
                    buffer.put((byte) ((pixel >> 16) & 0xFF));     // Red component
                    buffer.put((byte) ((pixel >> 8) & 0xFF));      // Green component
                    buffer.put((byte) (pixel & 0xFF));               // Blue component
                    buffer.put((byte) ((pixel >> 24) & 0xFF));    // Alpha component. Only for RGBA
                }
            }

            buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS

            // You now have a ByteBuffer filled with the color data of each pixel.
            // Now just create a texture ID and bind it. Then you can load it using 
            // whatever OpenGL method you want, for example:

          int textureID = glGenTextures(); //Generate texture ID
            glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID

            //Setup wrap mode
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

            //Setup texture scaling filtering
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

            //Send texel data to OpenGL
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

            //Return the texture ID so we can bind it later again
          return textureID;
       }

       public static BufferedImage loadImage(String loc)
       {
            try {
               return ImageIO.read(MainClass.class.getResource(loc));
            } catch (IOException e) {
                //Error Handling Here
            }
           return null;
       }
}

To use this code, do something like this:

BufferedImage image = TextureLoader.loadImage("/res/test.png");//The path is inside the jar file
int textureID = TextureLoader.loadTexture(image);

You can either save the textureID as a final variable(if the texture never changes), or unload the texture after each render using GL11.glDeleteTextures(textureID);

To do text, just create a BufferedImage manually, and use createGraphics() to get a graphics2D() instance for the image. Then, use drawString() to draw onto the BufferedImage, load it into the TextureLoader, render it onscreen, and unload the texture using the method above.




回答2:


LWJGL now includes STB bindings, which is the preferred way of loading images and fonts, without having to use Slick or even AWT.

To load a PNG :

import static org.lwjgl.opengl.GL11.GL_REPEAT;
import static org.lwjgl.opengl.GL11.GL_LINEAR;
import static org.lwjgl.opengl.GL11.GL_RGBA;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_MAG_FILTER;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_MIN_FILTER;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_WRAP_S;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_WRAP_T;
import static org.lwjgl.opengl.GL11.GL_UNPACK_ALIGNMENT;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
import static org.lwjgl.opengl.GL11.glBindTexture;
import static org.lwjgl.opengl.GL11.glGenTextures;
import static org.lwjgl.opengl.GL11.glPixelStorei;
import static org.lwjgl.opengl.GL11.glTexImage2D;
import static org.lwjgl.opengl.GL11.glTexParameteri;
import static org.lwjgl.opengl.GL30.glGenerateMipmap;
import static org.lwjgl.stb.STBImage.stbi_load_from_memory;
import static org.lwjgl.system.MemoryStack.stackPush;
import static org.lwjgl.demo.util.IOUtils.ioResourceToByteBuffer;

import java.nio.ByteBuffer;
import java.nio.IntBuffer;

import org.lwjgl.system.MemoryStack;

public class Texture{
    private int width;
    private int height;
    private int id;

    public Texture(String imagePath) {
        ByteBuffer imageData = ioResourceToByteBuffer(imagePath, 1024);

        try (MemoryStack stack = stackPush()) {
            IntBuffer w = stack.mallocInt(1);
            IntBuffer h = stack.mallocInt(1);
            IntBuffer components = stack.mallocInt(1);

            // Decode texture image into a byte buffer
            ByteBuffer decodedImage = stbi_load_from_memory(imageData, w, h, components, 4);

            this.width = w.get();
            this.height = h.get();

            // Create a new OpenGL texture 
            this.id = glGenTextures();

            // Bind the texture
            glBindTexture(GL_TEXTURE_2D, this.id);

            // Tell OpenGL how to unpack the RGBA bytes. Each component is 1 byte size
            glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

            // Upload the texture data
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this.width, this.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, decodedImage);

            // Generate Mip Map
            glGenerateMipmap(GL_TEXTURE_2D);
        }
    }
}

More complete examples for image loading, and text printing can be found in LWJGL source code :

org.lwjgl.demo.stb



来源:https://stackoverflow.com/questions/10801016/lwjgl-textures-and-strings

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