Is it possible to load PNG Textures and draw Strings in LWJGL
WITHOUT using the Slick Framework?
Everytime I google "how to load png images in lwjgl" I get answers like this -> "hey just use the textureloader from the slick framework".
Same for "how to draw strings in lwjgl" -> "just use the TTFFont Class from the slick framework"
But I don't want to use this half-way-crossframework design. Because I don't think that this is the best way.
Are there any Libraries or Extensions for LWJGL
that are only made for Textures or Strings?
Basically, you take a BufferedImage
, use getRGB() to get the RGB of each pixel, take that data and put it into a ByteBuffer (the data type used to input image data to OpenGL), set some texture data, and create the GL_TEXTURE_2D
.
This code by Krythic does it:
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;
}
}
To use this code, do something like this:
BufferedImage image = TextureLoader.loadImage("/res/test.png");//The path is inside the jar file
int textureID = TextureLoader.loadTexture(image);
You can either save the textureID as a final
variable(if the texture never changes), or unload the texture after each render using GL11.glDeleteTextures(textureID);
To do text, just create a BufferedImage
manually, and use createGraphics() to get a graphics2D() instance for the image. Then, use drawString()
to draw onto the BufferedImage
, load it into the TextureLoader
, render it onscreen, and unload the texture using the method above.