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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Image Copyright (c) 2008 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-27
// Updated : 2010-10-01
// Licence : This source is under MIT License
// File : gli/gtx/gl_texture2d.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace gli{
namespace gtx{
namespace gl_texture2d{
namespace detail
{
//GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_COMPRESSED_SRGB, GL_COMPRESSED_SRGB_ALPHA,
//GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8
struct texture_desc
{
GLint InternalFormat;
GLint InternalFormatCompressed;
GLint InternalFormatSRGB;
GLint InternalFormatCompressedSRGB;
GLenum ExternalFormat;
GLenum ExternalFormatRev;
GLenum Type;
};
//GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
//GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
//GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
//GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
//GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
//GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
//GL_UNSIGNED_INT_2_10_10_10_REV
# ifndef GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
# define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
# endif
# ifndef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
# define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
# endif
# ifndef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
# define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
# endif
# ifndef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
# define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
# endif
inline texture_desc gli2ogl_cast(format const & Format)
{
texture_desc Cast[] =
{
{GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE},
//// Normalized
//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_BYTE},
//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_BYTE},
//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_BYTE},
//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_SHORT},
//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_SHORT},
//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT},
//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT},
//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_INT},
//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_INT},
//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_INT},
//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_INT},
// Unsigned
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_BYTE},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_BYTE},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_BYTE},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_SHORT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_SHORT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_INT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_INT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_INT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_INT},
// Signed
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_BYTE},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_BYTE},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_BYTE},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_BYTE},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_SHORT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_SHORT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_SHORT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_SHORT},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_INT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_INT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_INT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_INT},
// Float
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_HALF_FLOAT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_HALF_FLOAT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_HALF_FLOAT},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_FLOAT},
{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_FLOAT},
{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_FLOAT},
{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_FLOAT},
// Packed
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_RGB9_E5, GL_RGB9_E5, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_RGBA4, GL_RGBA4, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
{GL_RGB10_A2, GL_RGB10_A2, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
// Depth
{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT},
{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT},
{GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT},
{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT},
{GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT},
// Compressed formats
{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_NONE, GL_NONE, GL_NONE},
{GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, GL_NONE, GL_NONE, GL_NONE},
};
return Cast[Format];
}
}//namespace detail
inline GLuint createTexture2D(std::string const & Filename)
{
gli::texture2D Texture = gli::load(Filename);
if(Texture.empty())
return 0;
detail::texture_desc TextureDesc = detail::gli2ogl_cast(Texture.format());
GLint Alignment = 0;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLuint Name = 0;
glGenTextures(1, &Name);
glBindTexture(GL_TEXTURE_2D, Name);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Texture.levels() > 1 ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if(size(Texture, BIT_PER_PIXEL) == size(Texture, BLOCK_SIZE) << 3)
{
for(gli::texture2D::level_type Level = 0; Level < Texture.levels(); ++Level)
{
glTexImage2D(
GL_TEXTURE_2D,
GLint(Level),
TextureDesc.InternalFormat,
GLsizei(Texture[Level].dimensions().x),
GLsizei(Texture[Level].dimensions().y),
0,
TextureDesc.ExternalFormatRev,
TextureDesc.Type,
Texture[Level].data());
}
}
else
{
for(gli::texture2D::level_type Level = 0; Level < Texture.levels(); ++Level)
{
glCompressedTexImage2D(
GL_TEXTURE_2D,
GLint(Level),
TextureDesc.InternalFormat,
GLsizei(Texture[Level].dimensions().x),
GLsizei(Texture[Level].dimensions().y),
0,
GLsizei(Texture[Level].capacity()),
Texture[Level].data());
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, Alignment);
return Name;
}
}//namespace gl_texture_2d
}//namespace gtx
}//namespace gli