Code samplesLoading a DDS file to OpenGL texture object:- #include <gli/gli.hpp>
- GLuint CreateTextureArray(char const* Filename)
- {
- gli::texture2D Texture(gli::load_dds(Filename));
- assert(!Texture.empty());
- gli::gl GL;
- gli::gl::format const Format = GL.translate(Texture.format());
- GLuint TextureName = 0;
- glGenTextures(1, &TextureName);
- glBindTexture(GL_TEXTURE_2D_ARRAY, TextureName);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, static_cast<GLint>(Texture.levels() - 1));
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, Format.Swizzle[0]);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, Format.Swizzle[1]);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, Format.Swizzle[2]);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, Format.Swizzle[3]);
- glTexStorage3D(GL_TEXTURE_2D_ARRAY, static_cast<GLint>(Texture.levels()),
- Format.Internal,
- static_cast<GLsizei>(Texture.dimensions().x),
- static_cast<GLsizei>(Texture.dimensions().y),
- static_cast<GLsizei>(1));
- if(gli::is_compressed(Texture.format()))
- {
- for(std::size_t Level = 0; Level < Texture.levels(); ++Level)
- {
- glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, static_cast<GLint>(Level),
- 0, 0, 0,
- static_cast<GLsizei>(Texture[Level].dimensions().x),
- static_cast<GLsizei>(Texture[Level].dimensions().y),
- static_cast<GLsizei>(1),
- Format.External,
- static_cast<GLsizei>(Texture[Level].size()),
- Texture[Level].data());
- }
- }
- else
- {
- for(std::size_t Level = 0; Level < Texture.levels(); ++Level)
- {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY, static_cast<GLint>(Level),
- 0, 0, 0,
- static_cast<GLsizei>(Texture[Level].dimensions().x),
- static_cast<GLsizei>(Texture[Level].dimensions().y),
- static_cast<GLsizei>(1),
- Format.External, Format.Type,
- Texture[Level].data());
- }
- }
- return TextureName;
- }
Create GLI texture and clear it with orange:- #include <gli/gli.hpp>
- gli::texture2D CreateTextureRGBA8(gli::texture2D::dim_type const & Dim)
- {
- gli::texture2D Texture(gli::FORMAT_RGBA8_UNORM, Dim);
- Texture.clear<glm::u8vec4>(glm::u8vec4(255, 127, 0, 255));
- return Texture;
- }
Loading and saving textures from files:- #include <gli/gli.hpp>
- int test(std::string const & Filename)
- {
- int Error(0);
- gli::texture2D TextureA(gli::load_dds(path(Filename.c_str())));
- gli::save_dds(TextureA, Filename.c_str());
- gli::texture2D TextureB(gli::load_dds(Filename.c_str()));
- Error += TextureA == TextureB ? 0 : 1;
- return Error;
- }
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