1 | #include <stdio.h>
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2 | #include <stdlib.h>
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3 | #include <string.h>
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4 |
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5 | #include <GL/glew.h>
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6 |
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7 | #include <GLFW/glfw3.h>
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8 |
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9 |
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10 | GLuint loadBMP_custom(const char * imagepath){
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11 |
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12 | printf("Reading image %s\n", imagepath);
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13 |
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14 | // Data read from the header of the BMP file
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15 | unsigned char header[54];
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16 | unsigned int dataPos;
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17 | unsigned int imageSize;
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18 | unsigned int width, height;
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19 | // Actual RGB data
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20 | unsigned char * data;
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21 |
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22 | // Open the file
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23 | FILE * file = fopen(imagepath,"rb");
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24 | if (!file) {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;}
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25 |
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26 | // Read the header, i.e. the 54 first bytes
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27 |
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28 | // If less than 54 bytes are read, problem
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29 | if ( fread(header, 1, 54, file)!=54 ){
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30 | printf("Not a correct BMP file\n");
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31 | return 0;
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32 | }
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33 | // A BMP files always begins with "BM"
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34 | if ( header[0]!='B' || header[1]!='M' ){
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35 | printf("Not a correct BMP file\n");
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36 | return 0;
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37 | }
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38 | // Make sure this is a 24bpp file
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39 | if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;}
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40 | if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;}
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41 |
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42 | // Read the information about the image
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43 | dataPos = *(int*)&(header[0x0A]);
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44 | imageSize = *(int*)&(header[0x22]);
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45 | width = *(int*)&(header[0x12]);
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46 | height = *(int*)&(header[0x16]);
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47 |
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48 | // Some BMP files are misformatted, guess missing information
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49 | if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
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50 | if (dataPos==0) dataPos=54; // The BMP header is done that way
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51 |
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52 | // Create a buffer
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53 | data = new unsigned char [imageSize];
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54 |
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55 | // Read the actual data from the file into the buffer
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56 | fread(data,1,imageSize,file);
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57 |
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58 | // Everything is in memory now, the file wan be closed
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59 | fclose (file);
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60 |
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61 | // Create one OpenGL texture
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62 | GLuint textureID;
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63 | glGenTextures(1, &textureID);
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64 |
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65 | // "Bind" the newly created texture : all future texture functions will modify this texture
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66 | glBindTexture(GL_TEXTURE_2D, textureID);
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67 |
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68 | // Give the image to OpenGL
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69 | glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
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70 |
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71 | // OpenGL has now copied the data. Free our own version
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72 | delete [] data;
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73 |
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74 | // Poor filtering, or ...
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75 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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76 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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77 |
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78 | // ... nice trilinear filtering.
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79 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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80 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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81 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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82 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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83 | glGenerateMipmap(GL_TEXTURE_2D);
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84 |
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85 | // Return the ID of the texture we just created
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86 | return textureID;
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87 | }
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88 |
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89 | // Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library,
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90 | // or do it yourself (just like loadBMP_custom and loadDDS)
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91 | //GLuint loadTGA_glfw(const char * imagepath){
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92 | //
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93 | // // Create one OpenGL texture
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94 | // GLuint textureID;
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95 | // glGenTextures(1, &textureID);
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96 | //
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97 | // // "Bind" the newly created texture : all future texture functions will modify this texture
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98 | // glBindTexture(GL_TEXTURE_2D, textureID);
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99 | //
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100 | // // Read the file, call glTexImage2D with the right parameters
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101 | // glfwLoadTexture2D(imagepath, 0);
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102 | //
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103 | // // Nice trilinear filtering.
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104 | // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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105 | // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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106 | // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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107 | // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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108 | // glGenerateMipmap(GL_TEXTURE_2D);
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109 | //
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110 | // // Return the ID of the texture we just created
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111 | // return textureID;
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112 | //}
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113 |
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114 |
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115 |
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116 | #define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
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117 | #define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
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118 | #define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII
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119 |
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120 | GLuint loadDDS(const char * imagepath){
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121 |
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122 | unsigned char header[124];
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123 |
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124 | FILE *fp;
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125 |
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126 | /* try to open the file */
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127 | fp = fopen(imagepath, "rb");
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128 | if (fp == NULL){
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129 | printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar();
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130 | return 0;
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131 | }
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132 |
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133 | /* verify the type of file */
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134 | char filecode[4];
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135 | fread(filecode, 1, 4, fp);
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136 | if (strncmp(filecode, "DDS ", 4) != 0) {
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137 | fclose(fp);
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138 | return 0;
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139 | }
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140 |
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141 | /* get the surface desc */
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142 | fread(&header, 124, 1, fp);
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143 |
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144 | unsigned int height = *(unsigned int*)&(header[8 ]);
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145 | unsigned int width = *(unsigned int*)&(header[12]);
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146 | unsigned int linearSize = *(unsigned int*)&(header[16]);
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147 | unsigned int mipMapCount = *(unsigned int*)&(header[24]);
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148 | unsigned int fourCC = *(unsigned int*)&(header[80]);
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149 |
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150 |
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151 | unsigned char * buffer;
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152 | unsigned int bufsize;
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153 | /* how big is it going to be including all mipmaps? */
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154 | bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
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155 | buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
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156 | fread(buffer, 1, bufsize, fp);
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157 | /* close the file pointer */
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158 | fclose(fp);
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159 |
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160 | // unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
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161 | unsigned int format;
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162 | switch(fourCC)
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163 | {
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164 | case FOURCC_DXT1:
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165 | format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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166 | break;
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167 | case FOURCC_DXT3:
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168 | format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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169 | break;
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170 | case FOURCC_DXT5:
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171 | format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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172 | break;
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173 | default:
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174 | free(buffer);
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175 | return 0;
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176 | }
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177 |
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178 | // Create one OpenGL texture
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179 | GLuint textureID;
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180 | glGenTextures(1, &textureID);
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181 |
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182 | // "Bind" the newly created texture : all future texture functions will modify this texture
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183 | glBindTexture(GL_TEXTURE_2D, textureID);
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184 | glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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185 |
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186 | unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
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187 | unsigned int offset = 0;
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188 |
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189 | /* load the mipmaps */
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190 | for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
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191 | {
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192 | unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize;
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193 | glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
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194 | 0, size, buffer + offset);
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195 |
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196 | offset += size;
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197 | width /= 2;
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198 | height /= 2;
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199 |
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200 | // Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter.
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201 | if(width < 1) width = 1;
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202 | if(height < 1) height = 1;
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203 |
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204 | }
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205 |
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206 | free(buffer);
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207 |
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208 | return textureID;
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209 |
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210 |
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211 | }
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