adding a TextureLoader without using SlickUtils

This commit is contained in:
EvilMuffinHa 2020-05-08 22:23:06 -04:00
parent 14e4ed804a
commit 08928c65cb
2 changed files with 114 additions and 0 deletions

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package org.hl.engine.graphics;
import org.hl.engine.utils.TextureLoader;
import org.lwjgl.opengl.GL11;
import org.lwjgl.openvr.Texture;
import java.awt.image.BufferedImage;
public class Material {
private Texture texture;
private BufferedImage image;
private int width, height;
private int textureID;
public Material(String path) {
this.image = TextureLoader.loadImage(path); //The path is inside the jar file
}
public void create() {
this.width = this.image.getWidth();
this.height = this.image.getHeight();
this.textureID = TextureLoader.loadTexture(image);
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public int getTextureID() {
return textureID;
}
public void destroy() {
GL11.glDeleteTextures(textureID);
}
}

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package org.hl.engine.utils;
// Original TextureLoader by Krythic (replaces SlickUtils texture loader)
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(TextureLoader.class.getResource(loc));
} catch (IOException e) {
//Error Handling Here
System.err.println("Error with loading texture. ");
System.exit(1);
}
return null;
}
}