Java tutorial
/* * The MIT License * * Copyright 2015 Richard Coan. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package main.java.com.YeAJG.game.io; import java.io.BufferedReader; import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileReader; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import main.java.com.YeAJG.game.Game; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL13; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import org.newdawn.slick.opengl.PNGDecoder; /** * * @author Richard Coan */ public class FileIOHandler { public static String load(String PathToFile) throws FileNotFoundException, IOException { File file = new File(PathToFile); StringBuilder contents = new StringBuilder(); BufferedReader reader = null; try { reader = new BufferedReader(new FileReader(file)); String text = null; // repeat until all lines is read while ((text = reader.readLine()) != null) { contents.append(text).append(System.getProperty("line.separator")); } reader.close(); } catch (FileNotFoundException e) { throw new FileNotFoundException(e.getMessage()); } catch (IOException e) { throw new IOException(e.getMessage()); } return contents.toString(); } public static int loadShader(String filename, int type) throws IOException { StringBuilder shaderSource = new StringBuilder(); int shaderID = 0; try { BufferedReader reader = new BufferedReader(new FileReader(filename)); String line; while ((line = reader.readLine()) != null) { shaderSource.append(line).append("\n"); } reader.close(); } catch (IOException e) { throw new IOException(e.getMessage()); } shaderID = GL20.glCreateShader(type); GL20.glShaderSource(shaderID, shaderSource); GL20.glCompileShader(shaderID); if (GL20.glGetShader(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { throw new IOException("Could not compile shader."); } Game.exitOnGLError("loadShader"); return shaderID; } public static int loadPNGTexture(String filename, int textureUnit) throws IOException { ByteBuffer buf = null; int tWidth = 0; int tHeight = 0; try { // Open the PNG file as an InputStream InputStream in = new FileInputStream(filename); // Link the PNG decoder to this stream PNGDecoder decoder = new PNGDecoder(in); // Get the width and height of the texture tWidth = decoder.getWidth(); tHeight = decoder.getHeight(); // Decode the PNG file in a ByteBuffer buf = ByteBuffer.allocateDirect(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buf, decoder.getWidth() * 4, PNGDecoder.RGBA); buf.flip(); in.close(); } catch (IOException e) { throw new IOException(e.getMessage()); } // Create a new texture object in memory and bind it int texId = GL11.glGenTextures(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); // All RGB bytes are aligned to each other and each component is 1 byte GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); // Upload the texture data and generate mip maps (for scaling) GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, tWidth, tHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf); GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); // Setup the ST coordinate system GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); // Setup what to do when the texture has to be scaled GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); Game.exitOnGLError("loadPNGTexture"); return texId; } }