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我正在做一些简单的 3d opengl 工作,只是试图加载 2d 纹理以显示在某些墙壁上。到目前为止,我正确加载了纹理(我认为),将其放入 ByteBuffer,然后尝试将其放入 opengl。我不断收到非法参数异常,我不明白为什么。这是控制台中打印的内容:

Exception in thread "main" java.lang.IllegalArgumentException: Number of remaining buffer elements is 0, must be at least 676. Because at most 676 elements can be returned, a buffer with at least 676 elements is required, regardless of actual returned element count
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230)
at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2811)
at RPG.Main.setUpGraphics(Main.java:156)
at RPG.Main.main(Main.java:462)

这是我试图加载文件的代码:

floorTexture = glGenTextures();
FileInputStream in = null;
try {
    in = new FileInputStream(new File("res/textures/floor.png"));
    byte[] data = new byte[in.available()];
    boolean next = true;
    byte nextByte;
    int i = 0;
    while(next) {
        nextByte = (byte) in.read();
        if(nextByte != 0) {
            data[i] = nextByte;
            i++;
        }
        else {
            next = false;
        }
    }
    ByteBuffer buffer = ByteBuffer.wrap(data);
    buffer.flip();
    glBindTexture(GL_TEXTURE_2D, floorTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)Math.sqrt(buffer.capacity()),    (int)Math.sqrt(buffer.capacity()), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    glBindTexture(GL_TEXTURE_2D, 0);
}
catch (FileNotFoundException e) {
    close(true, e);
}
catch (IOException e) {
    close(true, e);
}
finally {
    if (in != null) {
        try {
            in.close();
        }
        catch (IOException e) {
            close(true, e);
        }
    }
}

发生了什么事,我做错了什么?

编辑:好的,所以我修复了它,使其没有任何错误,但是它不显示纹理文件中的内容。这是新代码:

int texture = glGenTextures();

    BufferedImage bufferedImage = ImageIO.read(new File(imageLocation));

    ColorModel glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 }, true, false, Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);
    WritableRaster raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, bufferedImage.getWidth(), bufferedImage.getHeight(), 4, null);
    BufferedImage texImage = new BufferedImage(glAlphaColorModel, raster, true, new Hashtable());

    // copy the source image into the produced image
    Graphics g = texImage.getGraphics();
    g.setColor(new Color(0f, 0f, 0f, 0f));
    g.fillRect(0, 0, 256, 256);
    g.drawImage(bufferedImage, 0, 0, null);

    // build a byte buffer from the temporary image
    // that be used by OpenGL to produce a texture.
    byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer())
            .getData();

    ByteBuffer imageBuffer = ByteBuffer.allocateDirect(data.length);
    imageBuffer.order(ByteOrder.nativeOrder());
    imageBuffer.put(data, 0, data.length);
    imageBuffer.flip();

    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferedImage.getWidth(), bufferedImage.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, imageBuffer);
    glBindTexture(GL_TEXTURE_2D, 0);

图片是16位的。当程序运行时,它只显示一种纯色,即图片大部分的颜色,但不显示图片的任何特征。

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1 回答 1

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这里有几个可能的问题。

首先,您正在加载看起来像 PNG 文件的文件,但您只是将所有字节加载到缓冲区中,而不是实际解析图像格式。充其量你会有一个标题妨碍像素,最坏的情况是它会被压缩并且看起来不像你期望的那样。

其次,然后通过取字节数的平方根来计算图像的尺寸,如果它是一个每像素一个字节的方形纹理,这可能是接近的,但通常只是错误的。

然后你告诉 GL 将该纹理加载为 32 位纹理,此时它会期望每个像素有 4 个字节,这比你给它的要多得多,因为你计算出的尺寸就像它是字节。

您确实需要使用可以理解 PNG 文件的内容加载该图像,然后从中获取图像格式、尺寸等。

于 2013-01-16T17:47:39.167 回答