ULRE/example/DirectGLTexture/TGATexture.cpp

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2018-12-07 21:02:58 +08:00
#include<GLEWCore/glew.h>
#include<hgl/type/DataType.h>
#include<fstream>
#include<iostream>
namespace hgl
{
namespace graph
{
namespace
{
#pragma pack(push,1)
struct TGAHeader
{
uint8 id;
uint8 color_map_type;
uint8 image_type; // 1 colormap image ,2 true-color,3 grayscale
uint16 color_map_first;
uint16 color_map_length;
uint8 color_map_size;
uint16 x_origin;
uint16 y_origin;
uint16 width;
uint16 height;
uint8 bit;
uint8 image_desc;
};
union TGAImageDesc
{
//不要把此union放到上面的struct中否则Visual C++会将此union编译成4字节。GCC无此问题
uint8 image_desc;
struct
{
uint alpha_depth:4;
uint reserved:1;
uint direction:1; //0 lower-left,1 upper left
};
};
#pragma pack(pop)
}//namespace
bool LoadTGATexture(const std::string &filename,uint &tex_id)
{
std::ifstream file;
file.open(filename,std::ifstream::in|std::ifstream::binary);
if(!file.is_open())
{
std::cerr<<"[ERROR] open file<"<<filename<<"> failed."<<std::endl;
return(false);
}
file.seekg(0,std::ifstream::end);
const int file_length=file.tellg();
char *data=new char[file_length];
file.seekg(0,std::ifstream::beg);
file.read(data,file_length);
file.close();
TGAHeader *header=(TGAHeader *)data;
uint videomemory_format;
uint source_format;
if(header->image_type==2)
{
if(header->bit==24)
{
videomemory_format=GL_RGB8;
source_format=GL_BGR;
}
else if(header->bit==32)
{
videomemory_format=GL_RGBA8;
source_format=GL_BGRA;
}
}
else if(header->image_type==3&&header->bit==8)
{
videomemory_format=GL_R8;
source_format=GL_RED;
}
else
{
std::cerr<<"[ERROR] Image format error,filename: "<<filename<<std::endl;
delete[] data;
return(false);
}
glCreateTextures(GL_TEXTURE_2D,1,&tex_id);
glTextureStorage2D(tex_id,1,videomemory_format,header->width,header->height);
glTextureSubImage2D(tex_id,0,0,0,header->width,header->height,source_format,GL_UNSIGNED_BYTE,data+sizeof(TGAHeader));
glTextureParameteri(tex_id,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTextureParameteri(tex_id,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTextureParameteri(tex_id,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTextureParameteri(tex_id,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
std::cout<<"load image file<"<<filename<<">:<"<<header->width<<"x"<<header->height<<"> to texture ok"<<std::endl;
delete[] data;
return(true);
}
}//namespace graph
}//namespace hgl