LWJGL
是否可以在不使用 Slick 框架的情况下加载 PNG 纹理并绘制字符串?
每次我谷歌“如何在 lwjgl 中加载 png 图像”时,我都会得到这样的答案 -> “嘿,只需使用光滑框架中的纹理加载器”。
与“如何在 lwjgl 中绘制字符串”相同-> “只需使用 slick 框架中的 TTFFont 类”
但我不想使用这种中途交叉框架设计。因为我不认为这是最好的方法。
是否有任何LWJGL
仅适用于纹理或字符串的库或扩展?
基本上,您获取一个BufferedImage
,使用getRGB()获取每个像素的 RGB,获取该数据并将其放入ByteBuffer(用于将图像数据输入到 OpenGL 的数据类型),设置一些纹理数据,然后创建GL_TEXTURE_2D
.
Krythic的这段代码做到了:
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;
}
}
要使用此代码,请执行以下操作:
BufferedImage image = TextureLoader.loadImage("/res/test.png");//The path is inside the jar file
int textureID = TextureLoader.loadTexture(image);
您可以将 textureID 保存为final
变量(如果纹理从不改变),或者在每次渲染后使用GL11.glDeleteTextures(textureID);
要做文本,只需BufferedImage
手动创建一个,然后使用createGraphics()获取图像的graphics2D()实例。然后,使用drawString()
绘制到BufferedImage
,将其加载到TextureLoader
,在屏幕上渲染,并使用上述方法卸载纹理。
LWJGL 现在包括 STB 绑定,这是加载图像和字体的首选方式,无需使用 Slick 甚至 AWT。
要加载 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);
}
}
}
更完整的图像加载和文本打印示例可以在 LWJGL 源代码中找到: