add load textures functions

for the moment, this file includes only textures loading for opengl.
imgui lacks a working vulkan addImage function.

Signed-off-by: Nicolas Adenis-Lamarre <nicolas.adenis.lamarre@gmail.com>
simple-image-loader
Nicolas Adenis-Lamarre 3 years ago committed by jackun
parent 6c979d8e7f
commit eea9d9c3fd
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@ -0,0 +1,59 @@
#include <glad/glad.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define STB_IMAGE_RESIZE_IMPLEMENTATION
#include "stb_image_resize.h"
bool GL_LoadTextureFromFile(const char* filename, GLuint* out_texture, int* out_width, int* out_height, int maxwidth)
{
// load the image
int image_width = 0;
int image_height = 0;
int channels;
auto image_data = stbi_load(filename, &image_width, &image_height, &channels, STBI_rgb_alpha);
if (!image_data)
return false;
// reduce the image
float ratio = 1;
if (image_width > maxwidth && maxwidth != 0) {
ratio = maxwidth / static_cast<float>(image_width);
}
int image_width_resized = image_width * ratio;
int image_height_resized = image_height * ratio;
unsigned char* image_data_resized = (unsigned char*)malloc(image_width_resized * image_height_resized * 4);
if (!image_data_resized) {
stbi_image_free(image_data);
return false;
}
stbir_resize_uint8(image_data, image_width, image_height, 0,
image_data_resized, image_width_resized, image_height_resized, 0,
4);
stbi_image_free(image_data);
// Create a OpenGL texture identifier
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
// Setup filtering parameters for display
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
// Upload pixels into texture
#if defined(GL_UNPACK_ROW_LENGTH) && !defined(__EMSCRIPTEN__)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width_resized, image_height_resized, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data_resized);
stbi_image_free(image_data_resized);
*out_texture = image_texture;
*out_width = image_width_resized;
*out_height = image_height_resized;
return true;
}
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