com.golden.gamedev.engine.lwjgl.TextureLoader.java Source code

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/*
 * Copyright (c) 2008 Golden T Studios.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.golden.gamedev.engine.lwjgl;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Transparency;
import java.awt.color.ColorSpace;
import java.awt.image.BufferedImage;
import java.awt.image.ColorModel;
import java.awt.image.ComponentColorModel;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferByte;
import java.awt.image.Raster;
import java.awt.image.WritableRaster;
import java.io.BufferedInputStream;
import java.io.IOException;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.Hashtable;
import java.util.WeakHashMap;

import javax.imageio.ImageIO;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;

/**
 * A utility class to load textures for OpenGL. This source is based on a
 * texture that can be found in the Java Gaming (www.javagaming.org) Wiki. It
 * has been simplified slightly for explicit 2D graphics use.
 * 
 * OpenGL uses a particular image format. Since the images that are loaded from
 * disk may not match this format this loader introduces a intermediate image
 * which the source image is copied into. In turn, this image is used as source
 * for the OpenGL texture.
 * 
 * @author Kevin Glass
 * @author Brian Matzon
 */
public class TextureLoader {

    // the table of textures that have been loaded in this loader
    private WeakHashMap table = new WeakHashMap();

    // the color model including alpha for the GL image
    private ColorModel glAlphaColorModel;

    // the color model for the GL image
    private ColorModel glColorModel;

    // scratch buffer for texture ID's
    private IntBuffer textureIDBuffer = BufferUtils.createIntBuffer(1);

    /**
     * Create a new texture loader based on the game panel
     * 
     * @param gl The GL content in which the textures should be loaded
     */
    public TextureLoader() {
        this.glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB),
                new int[] { 8, 8, 8, 8 }, true, false, Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);

        this.glColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB),
                new int[] { 8, 8, 8, 0 }, false, false, Transparency.OPAQUE, DataBuffer.TYPE_BYTE);
    }

    /**
     * Create a new texture ID
     * 
     * @return A new texture ID
     */
    private int createTextureID() {
        GL11.glGenTextures(this.textureIDBuffer);
        return this.textureIDBuffer.get(0);
    }

    /**
     * Load a texture.
     * 
     * @param resourceName The location of the resource to load
     * @return The loaded texture
     * @throws IOException Indicates a failure to access the resource
     */
    public Texture getTexture(BufferedImage image) {
        Texture texture = (Texture) this.table.get(image);

        if (texture == null) {
            texture = this.getTexture(image, GL11.GL_TEXTURE_2D, // target
                    GL11.GL_RGBA, // dst pixel format
                    GL11.GL_LINEAR, // min filter (unused)
                    GL11.GL_LINEAR);

            this.table.put(image, texture);
        }

        return texture;
    }

    /**
     * Load a texture into OpenGL from a image reference on disk.
     * 
     * @param resourceName The location of the resource to load
     * @param target The GL target to load the texture against
     * @param dstPixelFormat The pixel format of the screen
     * @param minFilter The minimising filter
     * @param magFilter The magnification filter
     * @return The loaded texture
     * @throws IOException Indicates a failure to access the resource
     */
    public Texture getTexture(BufferedImage image, int target, int dstPixelFormat, int minFilter, int magFilter) {
        int srcPixelFormat = 0;

        // create the texture ID for this texture
        int textureID = this.createTextureID();
        Texture texture = new Texture(target, textureID);

        // bind this texture
        GL11.glBindTexture(target, textureID);

        texture.setWidth(image.getWidth());
        texture.setHeight(image.getHeight());

        srcPixelFormat = (image.getColorModel().hasAlpha()) ? GL11.GL_RGBA : GL11.GL_RGB;

        // convert that image into a byte buffer of texture data
        ByteBuffer textureBuffer = this.convertImageData(image, texture);

        if (target == GL11.GL_TEXTURE_2D) {
            GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, minFilter);
            GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, magFilter);
        }

        // produce a texture from the byte buffer
        GL11.glTexImage2D(target, 0, dstPixelFormat, this.get2Fold(image.getWidth()),
                this.get2Fold(image.getHeight()), 0, srcPixelFormat, GL11.GL_UNSIGNED_BYTE, textureBuffer);

        return texture;
    }

    /**
     * Get the closest greater power of 2 to the fold number
     * 
     * @param fold The target number
     * @return The power of 2
     */
    private int get2Fold(int fold) {
        int ret = 2;
        while (ret < fold) {
            ret *= 2;
        }
        return ret;
    }

    /**
     * Convert the buffered image to a texture
     * 
     * @param bufferedImage The image to convert to a texture
     * @param texture The texture to store the data into
     * @return A buffer containing the data
     */
    private ByteBuffer convertImageData(BufferedImage bufferedImage, Texture texture) {
        ByteBuffer imageBuffer = null;
        WritableRaster raster;
        BufferedImage texImage;

        int texWidth = 2;
        int texHeight = 2;

        // find the closest power of 2 for the width and height
        // of the produced texture
        while (texWidth < bufferedImage.getWidth()) {
            texWidth *= 2;
        }
        while (texHeight < bufferedImage.getHeight()) {
            texHeight *= 2;
        }

        texture.setTextureHeight(texHeight);
        texture.setTextureWidth(texWidth);

        // create a raster that can be used by OpenGL as a source
        // for a texture
        if (bufferedImage.getColorModel().hasAlpha()) {
            raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 4, null);
            texImage = new BufferedImage(this.glAlphaColorModel, raster, false, new Hashtable());
        } else {
            raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 3, null);
            texImage = new BufferedImage(this.glColorModel, raster, false, new Hashtable());
        }

        // copy the source image into the produced image
        Graphics g = texImage.getGraphics();
        g.setColor(new Color(0f, 0f, 0f, 0f));
        g.fillRect(0, 0, texWidth, texHeight);
        g.drawImage(bufferedImage, 0, 0, null);

        // build a byte buffer from the temporary image
        // that be used by OpenGL to produce a texture.
        byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer()).getData();

        imageBuffer = ByteBuffer.allocateDirect(data.length);
        imageBuffer.order(ByteOrder.nativeOrder());
        imageBuffer.put(data, 0, data.length);
        imageBuffer.flip();

        return imageBuffer;
    }

    /**
     * Load a given resource as a buffered image
     * 
     * @param ref The location of the resource to load
     * @return The loaded buffered image
     * @throws IOException Indicates a failure to find a resource
     */
    private BufferedImage loadImage(String ref) throws IOException {
        URL url = TextureLoader.class.getClassLoader().getResource(ref);

        if (url == null) {
            throw new IOException("Cannot find: " + ref);
        }

        BufferedImage bufferedImage = ImageIO
                .read(new BufferedInputStream(this.getClass().getClassLoader().getResourceAsStream(ref)));

        return bufferedImage;
    }

}