Java tutorial
/* TextureLoader.java (c) 2011 Edward Swartz All rights reserved. This program and the accompanying materials are made available under the terms of the Eclipse Public License v1.0 which accompanies this distribution, and is available at http://www.eclipse.org/legal/epl-v10.html */ package v9t9.gui.client.swt.gl; import java.awt.Color; import java.awt.Graphics2D; import java.awt.color.ColorSpace; import java.awt.geom.AffineTransform; 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.HashMap; import java.util.Hashtable; import javax.imageio.ImageIO; import org.lwjgl.opengl.GL11; /** * A utility class to load textures for LWJGL. This source is based * on a texture that can be found in the Java Gaming (www.javagaming.org) * Wiki. * * 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 { private HashMap<String, Texture> table = new HashMap<String, Texture>(); /** The colour model including alpha for the GL image */ private ColorModel glAlphaColorModel; /** The colour model for the GL image */ private ColorModel glColorModel; /** * Create a new texture loader based on the game panel * * @param gl The GL content in which the textures should be loaded */ public TextureLoader() { glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 }, true, false, ComponentColorModel.TRANSLUCENT, DataBuffer.TYPE_BYTE); glColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 0 }, false, false, ComponentColorModel.OPAQUE, DataBuffer.TYPE_BYTE); } /** * Create a new texture ID * * @return A new texture ID */ private int createTextureID() { IntBuffer tmp = createIntBuffer(1); GL11.glGenTextures(tmp); return tmp.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(String resourceName) throws IOException { Texture tex = (Texture) table.get(resourceName); if (tex != null) { return tex; } //System.out.println("Loading texture: " + resourceName); tex = getTexture(resourceName, GL11.GL_TEXTURE_2D, // target GL11.GL_RGBA, // dst pixel format GL11.GL_LINEAR, // min filter (unused) GL11.GL_NEAREST); table.put(resourceName, tex); return tex; } /** * 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(String resourceName, int target, int dstPixelFormat, int minFilter, int magFilter) throws IOException { int srcPixelFormat = 0; // create the texture ID for this texture int textureID = createTextureID(); Texture texture = new Texture(target, textureID); // bind this texture GL11.glBindTexture(target, textureID); BufferedImage bufferedImage = loadImage(resourceName); texture.setWidth(bufferedImage.getWidth()); texture.setHeight(bufferedImage.getHeight()); if (bufferedImage.getColorModel().hasAlpha()) { srcPixelFormat = GL11.GL_RGBA; } else { srcPixelFormat = GL11.GL_RGB; } // convert that image into a byte buffer of texture data ByteBuffer textureBuffer = convertImageData(bufferedImage, 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, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.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(glAlphaColorModel, raster, false, new Hashtable<String, String>()); } else { raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 3, null); texImage = new BufferedImage(glColorModel, raster, false, new Hashtable<String, String>()); } // copy the source image into the produced image Graphics2D g = (Graphics2D) texImage.getGraphics(); g.setColor(new Color(0f, 0f, 0f, 0f)); g.fillRect(0, 0, texWidth, texHeight); g.translate(0, texHeight); AffineTransform t = AffineTransform.getScaleInstance(1, -1); g.drawImage(bufferedImage, t, 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 */ public 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(getClass().getClassLoader().getResourceAsStream(ref))); return bufferedImage; } /** * Creates an integer buffer to hold specified ints * - strictly a utility method * * @param size how many int to contain * @return created IntBuffer */ protected IntBuffer createIntBuffer(int size) { ByteBuffer temp = ByteBuffer.allocateDirect(4 * size); temp.order(ByteOrder.nativeOrder()); return temp.asIntBuffer(); } }