Slick-Util Library - Part 1 - Loading Images for LWJGL

Introduction

Loading Images for LWJGL - Part 1

Loading Sounds for LWJGL - Part 2

TrueType Fonts for LWJGL - Part 3

Slick-Util supports the PNG, JPG, GIF and TGA image formats. It will load them so that you can use them as OpenGL textures.

Loading an image with Slick-Util is pretty simple. The images details will be stored in Slick-Util's Texture class. The Texture class gives you access to various attributes of the image like width, height, etc. To load an image into the Texture class you use Slick's TextureLoader class and its getTexture method. You first specify the type of image ("PNG, "TGA", etc) and then the path to the image. The following is an example:

 Texture texture;

public void init throws IOException { texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/image.png")); }

And that is it, the image is now loaded and you can just use the Texture.bind method to bind the texture.

A full working example on how to bind a texture onto an OpenGL quad is shown below.

 import java.io.IOException; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.Color; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.newdawn.slick.util.ResourceLoader;

public class TextureExample { /** The texture that will hold the image details */ private Texture texture; /**	 * Start the example */	public void start { initGL(800,600); init; while (true) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); render; Display.update; Display.sync(100);

if (Display.isCloseRequested) { Display.destroy; System.exit(0); }		}	}	/**	 * Initialise the GL display * 	 * @param width The width of the display * @param height The height of the display */	private void initGL(int width, int height) { try { Display.setDisplayMode(new DisplayMode(width,height)); Display.create; Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace; System.exit(0); }

GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0,0,width,height); GL11.glMatrixMode(GL11.GL_MODELVIEW);

GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity; GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); }	/**	 * Initialise resources */	public void init { try { // load texture from PNG file texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/image.png")); System.out.println("Texture loaded: "+texture); System.out.println(">> Image width: "+texture.getImageWidth); System.out.println(">> Image height: "+texture.getImageHeight); System.out.println(">> Texture width: "+texture.getTextureWidth); System.out.println(">> Texture height: "+texture.getTextureHeight); System.out.println(">> Texture ID: "+texture.getTextureID); } catch (IOException e) { e.printStackTrace; }	}

/**	 * draw a quad with the image on it	 */ public void render { Color.white.bind; texture.bind; // or GL11.glBind(texture.getTextureID); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(100,100); GL11.glTexCoord2f(1,0); GL11.glVertex2f(100+texture.getTextureWidth,100); GL11.glTexCoord2f(1,1); GL11.glVertex2f(100+texture.getTextureWidth,100+texture.getTextureHeight); GL11.glTexCoord2f(0,1); GL11.glVertex2f(100,100+texture.getTextureHeight); GL11.glEnd; }	/**	 * Main Class */	public static void main(String[] argv) { TextureExample textureExample = new TextureExample; textureExample.start; } }

Introduction

Loading Images for LWJGL - Part 1

Loading Sounds for LWJGL - Part 2

TrueType Fonts for LWJGL - Part 3

Credit

Tutorial Credit - Ninja Cave

Kevin Glass for writing the Slick Library and initial example code.