我正在使用LWJGL 3版本的assimp,我在装载模型时偶然发现了。我遇到的问题是加载纹理的实际像素数据。使用AIMaterial对象加载这些纹理的过程是什么?
答案 0 :(得分:1)
当我这样做进行快速演示测试时,我只使用了Java的常规Image IO。它并不像花哨但它有效并可能让你前进:
public static ByteBuffer decodePng( BufferedImage image )
throws IOException
{
int width = image.getWidth();
int height = image.getHeight();
// Load texture contents into a byte buffer
ByteBuffer buf = ByteBuffer.allocateDirect(
4 * width * height );
// decode image
// ARGB format to -> RGBA
for( int h = 0; h < height; h++ )
for( int w = 0; w < width; w++ ) {
int argb = image.getRGB( w, h );
buf.put( (byte) ( 0xFF & ( argb >> 16 ) ) );
buf.put( (byte) ( 0xFF & ( argb >> 8 ) ) );
buf.put( (byte) ( 0xFF & ( argb ) ) );
buf.put( (byte) ( 0xFF & ( argb >> 24 ) ) );
}
buf.flip();
return buf;
}
图像作为另一个例程的一部分加载:
public Texture(InputStream is) throws Exception {
try {
// Load Texture file
BufferedImage image = ImageIO.read(is);
this.width = image.getWidth();
this.height = image.getHeight();
// Load texture contents into a byte buffer
ByteBuffer buf = xogl.utils.TextureUtils.decodePng(image);
// Create a new OpenGL texture
this.id = glGenTextures();
// Bind the texture
glBindTexture(GL_TEXTURE_2D, this.id);
// Tell OpenGL how to unpack the RGBA bytes. Each component is 1 byte size
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Upload the texture data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this.width, this.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);