de.matthiasmann.twl.utils.PNGDecoder Java Examples
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de.matthiasmann.twl.utils.PNGDecoder.
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Example #1
Source File: TextureUtils.java From OpenGL-Animation with The Unlicense | 6 votes |
protected static TextureData decodeTextureFile(MyFile file) { int width = 0; int height = 0; ByteBuffer buffer = null; try { InputStream in = file.getInputStream(); PNGDecoder decoder = new PNGDecoder(in); width = decoder.getWidth(); height = decoder.getHeight(); buffer = ByteBuffer.allocateDirect(4 * width * height); decoder.decode(buffer, width * 4, Format.BGRA); buffer.flip(); in.close(); } catch (Exception e) { e.printStackTrace(); System.err.println("Tried to load texture " + file.getName() + " , didn't work"); System.exit(-1); } return new TextureData(buffer, width, height); }
Example #2
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private int loadPNGTexture(String filename, int textureUnit) { 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, Format.RGBA); buf.flip(); in.close(); } catch (IOException e) { e.printStackTrace(); System.exit(-1); } // 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_RGB, 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_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); this.exitOnGLError("loadPNGTexture"); return texId; }