adding a TextureLoader without using SlickUtils
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src/org/hl/engine/graphics/Material.java
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44
src/org/hl/engine/graphics/Material.java
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package org.hl.engine.graphics;
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import org.hl.engine.utils.TextureLoader;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.openvr.Texture;
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import java.awt.image.BufferedImage;
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public class Material {
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private Texture texture;
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private BufferedImage image;
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private int width, height;
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private int textureID;
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public Material(String path) {
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this.image = TextureLoader.loadImage(path); //The path is inside the jar file
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}
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public void create() {
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this.width = this.image.getWidth();
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this.height = this.image.getHeight();
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this.textureID = TextureLoader.loadTexture(image);
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}
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public int getWidth() {
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return width;
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}
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public int getHeight() {
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return height;
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}
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public int getTextureID() {
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return textureID;
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}
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public void destroy() {
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GL11.glDeleteTextures(textureID);
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}
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}
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src/org/hl/engine/utils/TextureLoader.java
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src/org/hl/engine/utils/TextureLoader.java
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package org.hl.engine.utils;
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// Original TextureLoader by Krythic (replaces SlickUtils texture loader)
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import java.awt.image.BufferedImage;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import javax.imageio.ImageIO;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL12;
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import static org.lwjgl.opengl.GL11.*;
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public class TextureLoader {
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private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
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public static int loadTexture(BufferedImage image){
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int[] pixels = new int[image.getWidth() * image.getHeight()];
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image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
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ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
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for(int y = 0; y < image.getHeight(); y++){
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for(int x = 0; x < image.getWidth(); x++){
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int pixel = pixels[y * image.getWidth() + x];
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buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
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buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
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buffer.put((byte) (pixel & 0xFF)); // Blue component
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buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
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}
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}
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buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
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// You now have a ByteBuffer filled with the color data of each pixel.
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// Now just create a texture ID and bind it. Then you can load it using
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// whatever OpenGL method you want, for example:
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int textureID = glGenTextures(); //Generate texture ID
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glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
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//Setup wrap mode
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
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//Setup texture scaling filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//Send texel data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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//Return the texture ID so we can bind it later again
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return textureID;
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}
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public static BufferedImage loadImage(String loc)
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{
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try {
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return ImageIO.read(TextureLoader.class.getResource(loc));
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} catch (IOException e) {
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//Error Handling Here
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System.err.println("Error with loading texture. ");
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System.exit(1);
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}
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return null;
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}
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}
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