如何使用LWJGL加载图像以用作openGL纹理?

问题描述 投票:6回答:4

我正在尝试使用LWJGL库将图像作为openGL的纹理加载。从我到目前为止发现的,我需要将纹理作为ByteBuffer传递给openGL。我现在拥有的是一些正确加载图像的代码,并将其存储在BufferedImage对象中。问题是,我不知道如何从BufferedImage到包含正确格式的数据的ByteBuffer,以便与openGL一起使用(作为函数GL11.glTexImage2D()的输入)。非常感谢帮助!

java opengl lwjgl
4个回答
6
投票

以下是Space Invaders示例中的一种方法,它可以满足您的需求。 (我认为)

/**
 * Convert the buffered image to a texture
 */
private ByteBuffer convertImageData(BufferedImage bufferedImage) {
    ByteBuffer imageBuffer;
    WritableRaster raster;
    BufferedImage texImage;

    ColorModel glAlphaColorModel = new ComponentColorModel(ColorSpace
            .getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 },
            true, false, Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);

    raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE,
            bufferedImage.getWidth(), bufferedImage.getHeight(), 4, null);
    texImage = new BufferedImage(glAlphaColorModel, raster, true,
            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, 256, 256);
    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;
}

1
投票

我使用Ron上面的解决方案但是当作为纹理应用时图像的颜色是不正确的,这意味着,所接受的解决方案可能不会为所有类型的图像产生相同的结果。

试图用颜色解决问题,我试图使用原始ColorModelBufferedImage,可以通过调用BufferedImage#getColorModel访问。但是,它给了我一个例外,原始图像的ColorModelWritableRaster对象不兼容。

我为此找了一个解决方案,我找到了this。我没有用Raster.createInterleavedRaster来创建WritableRaster,而是使用了ColorModel#createCompatibleWritableRaster

希望这可以帮助。这是代码:

public static ByteBuffer load(BufferedImage bufferedImage) {

    WritableRaster raster = bufferedImage.getColorModel().createCompatibleWritableRaster
        (bufferedImage.getWidth(), bufferedImage.getHeight());
    BufferedImage textureImage = new BufferedImage(bufferedImage.getColorModel(), raster,
        true, new Hashtable<>());

    Graphics graphics = textureImage.getGraphics();
    graphics.setColor(new Color(0, 0, 0));
    graphics.fillRect(0, 0, 256, 256);
    graphics.drawImage(bufferedImage, 0, 0, null);

    byte[] data = ((DataBufferByte) textureImage.getRaster().getDataBuffer()).getData();

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

    return imageBuffer;
}

0
投票
public static ByteBuffer imageToBuffer(BufferedImage image) {
    int[] pixels = image.getRGB(0, 0, image.getWidth(), image.getHeight(), null, 0, image.getWidth());
    ByteBuffer buffer = ByteBuffer.allocateDirect(pixels.length * 4);
    for (int pixel : pixels) {
        buffer.put((byte) ((pixel >> 16) & 0xFF));
        buffer.put((byte) ((pixel >> 8) & 0xFF));
        buffer.put((byte) (pixel & 0xFF));
        buffer.put((byte) (pixel >> 24));
    }
    buffer.flip();
    return buffer;
}

为我工作。


0
投票

我们也可以在Shader中完成。

BufferedImage image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);

DataBufferInt dbb = (DataBufferInt) image.getRaster().getDataBuffer();
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0,   GL_RGBA,   GL_UNSIGNED_INT_8_8_8_8,dbb.getData());

GL_FRAGMENT_SHADER:

#version 130

uniform sampler2D tex;

in vec2 texCoordsVarying;
out vec4 color;

void main() {
  vec4 c2 = texture(tex, texCoordsVarying);
  color = vec4(c2.g, c2.b, c2.a, c2.r);
}

@Displee给出的方法使用CPU时间,如果只是加载纹理就可以了。如果你每帧更新纹理,你可以使用Shader,它使用GPU和更少的时间(我在我的PC上测试的1/4时间)

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