LWJGL纹理和字符串

是否可以在不使用Slick Framework的情况下加载PNG纹理并在LWJGL绘制字符串?

每次我google “如何在lwjgl中加载png图像”我得到这样的答案 – > “嘿,只需使用光滑框架 中的textureloader
“如何在lwjgl中绘制字符串” – > “只需使用光滑框架中的TTFFont类”

但我不想使用这种中途交叉框架设计。 因为我认为这不是最好的方法。

LWJGL是否有任何只为纹理或字符串制作的库或扩展?

基本上,您使用BufferedImage ,使用getRBG()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,并创建GL_TEXTURE_2D

Krythic的这段代码是这样做的:

 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(如果纹理永远不会更改),或者使用GL11.glDeleteTextures(textureID);在每次渲染后卸载纹理GL11.glDeleteTextures(textureID);

要做文本,只需手动创建一个BufferedImage ,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 ,在屏幕上渲染它,并使用上面的方法卸载纹理。

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

更完整的图像加载示例和文本打印可以在LWJGL源代码中找到:

org.lwjgl.demo.stb