我正在做一些简单的3d opengl工作,只是试图得到一个2d纹理加载显示在一些墙上。到目前为止,我正确加载了纹理(我认为),把它放在ByteBuffer中,然后尝试把它放在opengl中。我一直遇到非法参数异常,我不明白为什么。下面是在控制台中打印的内容:
Exception in thread "main" java.lang.IllegalArgumentException: Number of remaining buffer elements is 0, must be at least 676. Because at most 676 elements can be returned, a buffer with at least 676 elements is required, regardless of actual returned element count
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230)
at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2811)
at RPG.Main.setUpGraphics(Main.java:156)
at RPG.Main.main(Main.java:462)
下面是我试图加载文件的代码:
floorTexture = glGenTextures();
FileInputStream in = null;
try {
in = new FileInputStream(new File("res/textures/floor.png"));
byte[] data = new byte[in.available()];
boolean next = true;
byte nextByte;
int i = 0;
while(next) {
nextByte = (byte) in.read();
if(nextByte != 0) {
data[i] = nextByte;
i++;
}
else {
next = false;
}
}
ByteBuffer buffer = ByteBuffer.wrap(data);
buffer.flip();
glBindTexture(GL_TEXTURE_2D, floorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)Math.sqrt(buffer.capacity()), (int)Math.sqrt(buffer.capacity()), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
}
catch (FileNotFoundException e) {
close(true, e);
}
catch (IOException e) {
close(true, e);
}
finally {
if (in != null) {
try {
in.close();
}
catch (IOException e) {
close(true, e);
}
}
}
发生了什么事,我做错了什么?
编辑:我修复了它,使它没有任何错误,不过它不显示纹理文件中的内容。下面是新代码:
int texture = glGenTextures();
BufferedImage bufferedImage = ImageIO.read(new File(imageLocation));
ColorModel glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 }, true, false, Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);
WritableRaster raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, bufferedImage.getWidth(), bufferedImage.getHeight(), 4, null);
BufferedImage 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();
ByteBuffer imageBuffer = ByteBuffer.allocateDirect(data.length);
imageBuffer.order(ByteOrder.nativeOrder());
imageBuffer.put(data, 0, data.length);
imageBuffer.flip();
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferedImage.getWidth(), bufferedImage.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, imageBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
图片是16位的。当程序运行时,它只显示一种纯色,即图片的大部分颜色,但不显示图片的任何特征。
这里可能有几个问题。
首先,您正在加载看起来像PNG文件的东西,但您只是将所有字节加载到缓冲区中,而不是实际解析图像格式。在最好的情况下,你会有一个标题挡住像素,在最坏的情况下,它会被压缩,看起来一点也不像你期望的。
其次,你通过取字节数的平方根来计算图像的尺寸,如果它是一个正方形纹理,每像素一个字节,这可能是接近的,但通常是错误的。
然后你告诉GL将纹理加载为32位纹理,此时它将为每个像素期望4个字节,这比你给它的要多很多,因为你把尺寸当作字节来计算。
你真的需要用一些能理解PNG文件的东西来加载图像,然后从中获取图像格式,尺寸等