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 lwj
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.
LWJGL now includes STB bindings, which is the preferred way of loading images and fonts, without having to use Slick or even AWT.
To load a 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);
}
}
}
More complete examples for image loading, and text printing can be found in LWJGL source code :
org.lwjgl.demo.stb