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Basic PNG OpenGL texture loading.
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struct Textures { | |
static GLuint LoadPNG(const std::string& filename) { | |
if( ! FileExists(filename)) { | |
Exit("Cannot open png: %s.", filename.c_str()); | |
} | |
FILE* fp = ::fopen(filename.c_str(), "r"); | |
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); | |
png_infop info_ptr = png_create_info_struct(png_ptr); | |
if (::setjmp(png_jmpbuf(png_ptr))) { | |
Exit("liPNG had some error."); | |
} | |
png_init_io(png_ptr, fp); | |
unsigned int sig_read = 0; | |
png_set_sig_bytes(png_ptr, sig_read); | |
png_read_png(png_ptr, info_ptr, PNG_TRANSFORM_STRIP_16 | PNG_TRANSFORM_PACKING | PNG_TRANSFORM_EXPAND, NULL); | |
png_uint_32 width, height; int bit_depth, color_type, interlace_type; | |
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, &interlace_type, NULL, NULL); | |
unsigned long row_bytes = png_get_rowbytes(png_ptr, info_ptr); | |
unsigned char* data = (unsigned char*) ::malloc(row_bytes * height); | |
png_bytepp row_pointers = png_get_rows(png_ptr, info_ptr); | |
// Align bytes as OpenGL expects them. | |
for (unsigned int i = 0; i < height; i++) { | |
memcpy(data+(row_bytes * i), row_pointers[i], row_bytes); | |
} | |
// Clean up after the read, and free any memory allocated | |
png_destroy_read_struct(&png_ptr, &info_ptr, NULL /* png_infopp_NULL */); | |
// Close the file | |
::fclose(fp); | |
GLint internalFormat = 0; | |
// Available PNG formats: | |
switch (color_type) { | |
case PNG_COLOR_TYPE_RGBA: | |
internalFormat = GL_RGBA; | |
break; | |
case PNG_COLOR_TYPE_RGB: | |
internalFormat = GL_RGB; | |
break; | |
case PNG_COLOR_TYPE_GRAY: | |
internalFormat = GL_LUMINANCE; | |
break; | |
case PNG_COLOR_TYPE_GRAY_ALPHA: | |
internalFormat = GL_LUMINANCE_ALPHA; | |
break; | |
default: | |
// This probably means the switch case needs an addition. | |
Exit("unsupported PNG color type: [%d].", color_type); | |
} | |
// Find a free texture index or "name". | |
GLuint texture; | |
glGenTextures(1, &texture); | |
GLError(); | |
// Find the index to global state | |
glBindTexture(GL_TEXTURE_2D, texture); | |
GLError(); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
// uv are not in [0,1] for some models, they assume uvs are repeated. | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |
printf("Uploading %lu bytes to the GPU...", row_bytes * height); | |
glTexImage2D(GL_TEXTURE_2D, // What (target) | |
0, // Mip-map level | |
internalFormat, // Internal format | |
width, // Width | |
height, // Height | |
0, // Border | |
internalFormat, // Format (how to use) | |
GL_UNSIGNED_BYTE, // Type (how to intepret) | |
data); // Data | |
GLError(); | |
printf(" done.\n"); | |
GLenum error = glGetError(); | |
if (error != GL_NO_ERROR) { | |
Exit("Error uploading PNG texture %s to GPU. glError: 0x%04X\n", filename.c_str(), error); | |
} | |
// Main reason why we use PNG for this demo. Random models from the | |
// internet come with random formats, and generating mipmaps may be | |
// non-trivial. This will always work :) | |
glGenerateMipmap(GL_TEXTURE_2D); | |
// Data is on the GPU's RAM, release it from the CPU's RAM. | |
::free(data); | |
return texture; | |
} | |
}; |
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