LWJGL 纹理和字符串

2022-09-03 05:00:15

是否可以在不使用光滑框架的情况下加载PNG纹理并绘制字符串?LWJGL

每次我谷歌“如何在lwjgl中加载png图像”,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 - >“只需使用光滑框架中的TTFFont类”

但我不想使用这种半途而废的横架设计。因为我不认为这是最好的方法。

是否有任何仅用于纹理或字符串的库或扩展?LWJGL


答案 1

基本上,您采用 一个 ,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)中,设置一些纹理数据,然后创建 .BufferedImageGL_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;
       }
}

若要使用此代码,请执行如下操作:

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

您可以将纹理 ID 另存为变量(如果纹理从未更改),也可以使用finalGL11.glDeleteTextures(textureID);

要执行文本,只需手动创建一个,然后使用 createGraphics() 获取图像的 graphics2D() 实例。然后,使用 绘制到 上 ,将其加载到 屏幕上,并在屏幕上呈现,并使用上述方法卸载纹理。BufferedImagedrawString()BufferedImageTextureLoader


答案 2

LWJGL现在包括STB绑定,这是加载图像和字体的首选方式,而无需使用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);
        }
    }
}

有关图像加载和文本打印的更完整示例,请参阅 LWJGL 源代码:

org.lwjgl.demo.stb


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