net.skourti.superhornet.utils.TextureLoader.java Source code

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Here is the source code for net.skourti.superhornet.utils.TextureLoader.java

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/*
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package net.skourti.superhornet.utils;

/**
 *
 * @author Stavros
 */
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.FileInputStream;
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.*;
import org.lwjgl.opengl.GL30;

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, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

        //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);
        GL30.glGenerateMipmap(GL_TEXTURE_2D);
        //Return the texture ID so we can bind it later again
        return textureID;
    }

    public static BufferedImage loadImage(String loc) {
        try {
            return ImageIO.read(new FileInputStream(loc));
        } catch (IOException e) {
            //Error Handling Here
        }
        return null;
    }
}