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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”
“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?

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2 回答 2

27

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。

于 2012-06-03T16:40:08.960 回答
4

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:

org.lwjgl.demo.stb

于 2017-10-27T11:15:22.217 回答