LWJGL:从具有多个纹理的 .png 获取纹理
LWJGL: Getting Texture from .png with multiple textures
我正在使用 LWJGL 和 openGL 制作游戏,我相信我最好的选择是使用纹理并用四边形渲染它们。但是,我似乎只能找到有关从整个图像只有一个纹理的图像加载纹理的信息。我想做的是读取整个 spritesheet 并能够将其分成不同的纹理。有没有简单的方法可以做到这一点?
您可以从例如.png 文件到 BufferedImage
public static BufferedImage loadImage(String location)
{
try {
BufferedImage image = ImageIO.read(new File(location));
return image;
} catch (IOException e) {
System.out.println("Could not load texture: " + location);
}
return null;
}
现在您可以对结果 BufferedImage
调用 getSubimage(int x, int y, int w, int h)
,为您提供分离的部分。您现在只需要创建 BufferedImage 的纹理。这段代码应该可以完成工作:
public static int loadTexture(BufferedImage image){
if (image == null) {
return 0;
}
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();
glBindTexture(GL_TEXTURE_2D, textureID);
//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); //GL_RGBA8 was GL_RGB8A
return textureID;
}
如果您需要纹理,您现在可以将返回的 textureID
与 glBindTexture(GL_TEXTURE_2D, textureID);
绑定。
这样您只需将 BufferedImage 拆分为所需的部分。
我推荐阅读这篇文章:LWJGL Textures and Strings
我正在使用 LWJGL 和 openGL 制作游戏,我相信我最好的选择是使用纹理并用四边形渲染它们。但是,我似乎只能找到有关从整个图像只有一个纹理的图像加载纹理的信息。我想做的是读取整个 spritesheet 并能够将其分成不同的纹理。有没有简单的方法可以做到这一点?
您可以从例如.png 文件到 BufferedImage
public static BufferedImage loadImage(String location)
{
try {
BufferedImage image = ImageIO.read(new File(location));
return image;
} catch (IOException e) {
System.out.println("Could not load texture: " + location);
}
return null;
}
现在您可以对结果 BufferedImage
调用 getSubimage(int x, int y, int w, int h)
,为您提供分离的部分。您现在只需要创建 BufferedImage 的纹理。这段代码应该可以完成工作:
public static int loadTexture(BufferedImage image){
if (image == null) {
return 0;
}
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();
glBindTexture(GL_TEXTURE_2D, textureID);
//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); //GL_RGBA8 was GL_RGB8A
return textureID;
}
如果您需要纹理,您现在可以将返回的 textureID
与 glBindTexture(GL_TEXTURE_2D, textureID);
绑定。
这样您只需将 BufferedImage 拆分为所需的部分。
我推荐阅读这篇文章:LWJGL Textures and Strings