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- package game;
- import game.Engine;
- import java.awt.image.BufferedImage;
- import java.io.IOException;
- import java.nio.ByteBuffer;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- 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(Engine.class.getResource(loc)); //Error Handling Here
- } catch (IOException ex) {
- Logger.getLogger(TextureLoader.class.getName()).log(Level.SEVERE, null, ex);
- return null;
- }
- }
- }
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