Code samplesCreate OpenGL texture object from a file with the corresponding target:- #include <gli/texture.hpp>
- #include <gli/load.hpp>
- #include <gli/save.hpp>
- #include <gli/gl.hpp>
- GLuint createTexture(char const* Filename)
- {
- gli::texture Texture = gli::load(Filename);
- if(Texture.empty())
- return 0;
- gli::gl GL;
- gli::gl::format const Format = GL.translate(Texture.format());
- GLenum Target = GL.translate(Texture.target());
- GLuint TextureName = 0;
- glGenTextures(1, &TextureName);
- glBindTexture(Target, TextureName);
- glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, static_cast<GLint>(Texture.levels() - 1));
- glTexParameteri(Target, GL_TEXTURE_SWIZZLE_R, Format.Swizzle[0]);
- glTexParameteri(Target, GL_TEXTURE_SWIZZLE_G, Format.Swizzle[1]);
- glTexParameteri(Target, GL_TEXTURE_SWIZZLE_B, Format.Swizzle[2]);
- glTexParameteri(Target, GL_TEXTURE_SWIZZLE_A, Format.Swizzle[3]);
- glm::tvec3<GLsizei> const Dimensions(Texture.dimensions());
- GLsizei const FaceTotal = static_cast<GLsizei>(Texture.layers() * Texture.faces());
- switch(Texture.target())
- {
- case gli::TARGET_1D:
- glTexStorage1D(Target, static_cast<GLint>(Texture.levels()), Format.Internal, Dimensions.x);
- break;
- case gli::TARGET_1D_ARRAY:
- case gli::TARGET_2D:
- case gli::TARGET_CUBE:
- glTexStorage2D(
- Target, static_cast<GLint>(Texture.levels()), Format.Internal,
- Dimensions.x, Texture.target() == gli::TARGET_2D ? Dimensions.y : FaceTotal);
- break;
- case gli::TARGET_2D_ARRAY:
- case gli::TARGET_3D:
- case gli::TARGET_CUBE_ARRAY:
- glTexStorage3D(
- Target, static_cast<GLint>(Texture.levels()), Format.Internal,
- Dimensions.x, Dimensions.y, Texture.target() == gli::TARGET_3D ? Dimensions.z : FaceTotal);
- break;
- default: assert(0); break;
- }
- for(std::size_t Layer = 0; Layer < Texture.layers(); ++Layer)
- for(std::size_t Face = 0; Face < Texture.faces(); ++Face)
- for(std::size_t Level = 0; Level < Texture.levels(); ++Level)
- {
- GLsizei const LayerGL = static_cast<GLsizei>(Layer);
- glm::tvec3<GLsizei> Dimensions(Texture.dimensions(Level));
- if(gli::is_target_cube(Texture.target()))
- Target = static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + Face);
- switch(Texture.target())
- {
- case gli::TARGET_1D:
- if(gli::is_compressed(Texture.format()))
- glCompressedTexSubImage1D(
- Target, static_cast<GLint>(Level), 0, Dimensions.x,
- Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
- Texture.data(Layer, Face, Level));
- else
- glTexSubImage1D(
- Target, static_cast<GLint>(Level), 0, Dimensions.x, Format.External, Format.Type,
- Texture.data(Layer, Face, Level));
- break;
- case gli::TARGET_1D_ARRAY:
- case gli::TARGET_2D:
- case gli::TARGET_CUBE:
- if(gli::is_compressed(Texture.format()))
- glCompressedTexSubImage2D(
- Target, static_cast<GLint>(Level), 0, 0,
- Dimensions.x, Texture.target() == gli::TARGET_1D_ARRAY ? : Dimensions.y,
- Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
- Texture.data(Layer, Face, Level));
- else
- glTexSubImage2D(
- Target, static_cast<GLint>(Level), 0, 0,
- Dimensions.x, Texture.target() == gli::TARGET_1D_ARRAY ? LayerGL : Dimensions.y,
- Format.External, Format.Type, Texture.data(Layer, Face, Level));
- break;
- case gli::TARGET_2D_ARRAY:
- case gli::TARGET_3D:
- case gli::TARGET_CUBE_ARRAY:
- if(gli::is_compressed(Texture.format()))
- glCompressedTexSubImage3D(
- Target, static_cast<GLint>(Level), 0, 0, 0,
- Dimensions.x, Dimensions.y, Texture.target() == gli::TARGET_3D ? Dimensions.z : LayerGL,
- Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
- Texture.data(Layer, Face, Level));
- else
- glTexSubImage3D(
- Target, static_cast<GLint>(Level), 0, 0, 0,
- Dimensions.x, Dimensions.y, Texture.target() == gli::TARGET_3D ? Dimensions.z : LayerGL,
- Format.External, Format.Type, Texture.data(Layer, Face, Level));
- break;
- default: assert(0); break;
- }
- }
- return TextureName;
- }
Create a texture and clear it with orange:- #include <gli/texture2d.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 saving and comparing textures:- #include <gli/gli.hpp>
- int test_dds(std::string const & Filename)
- {
- int Error(0);
- gli::texture TextureA = gli::load(Filename);
- gli::save(TextureA, "test.dds");
- gli::texture TextureB = gli::load("test.dds");
- Error += TextureA == TextureB ? 0 : 1;
- return Error;
- }
- int test_ktx(std::string const & Filename)
- {
- int Error(0);
- gli::texture TextureA = gli::load(Filename);
- gli::save(TextureA, "test.ktx");
- gli::texture TextureB = gli::load("test.ktx");
- Error += TextureA == TextureB ? 0 : 1;
- return Error;
- }
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