| 0.8.1 API documentation

- Main Page
- Related Pages
- Namespaces
- Classes
- Files

Code sample: Creating an OpenGL texture object from file
1 {c++}
2 #include <gli/gli.hpp>
3
4 /// Filename can be KTX or DDS files
5 GLuint create_texture(char const* Filename)
6 {
7 gli::texture Texture = gli::load(Filename);
8 if(Texture.empty())
9 return 0;
10
11 gli::gl GL(gli::gl::PROFILE_GL33);
12 gli::gl::format const Format = GL.translate(Texture.format(), Texture.swizzles());
13 GLenum Target = GL.translate(Texture.target());
14
15 GLuint TextureName = 0;
16 glGenTextures(1, &TextureName);
17 glBindTexture(Target, TextureName);
18 glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
19 glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, static_cast<GLint>(Texture.levels() - 1));
20 glTexParameteri(Target, GL_TEXTURE_SWIZZLE_R, Format.Swizzles[0]);
21 glTexParameteri(Target, GL_TEXTURE_SWIZZLE_G, Format.Swizzles[1]);
22 glTexParameteri(Target, GL_TEXTURE_SWIZZLE_B, Format.Swizzles[2]);
23 glTexParameteri(Target, GL_TEXTURE_SWIZZLE_A, Format.Swizzles[3]);
24
25 glm::tvec3<GLsizei> const Extent(Texture.extent());
26 GLsizei const FaceTotal = static_cast<GLsizei>(Texture.layers() * Texture.faces());
27
28 switch(Texture.target())
29 {
30 case gli::TARGET_1D:
31 glTexStorage1D(
32 Target, static_cast<GLint>(Texture.levels()), Format.Internal, Extent.x);
33 break;
34 case gli::TARGET_1D_ARRAY:
35 case gli::TARGET_2D:
36 case gli::TARGET_CUBE:
37 glTexStorage2D(
38 Target, static_cast<GLint>(Texture.levels()), Format.Internal,
39 Extent.x, Texture.target() == gli::TARGET_2D ? Extent.y : FaceTotal);
40 break;
41 case gli::TARGET_2D_ARRAY:
42 case gli::TARGET_3D:
43 case gli::TARGET_CUBE_ARRAY:
44 glTexStorage3D(
45 Target, static_cast<GLint>(Texture.levels()), Format.Internal,
46 Extent.x, Extent.y,
47 Texture.target() == gli::TARGET_3D ? Extent.z : FaceTotal);
48 break;
49 default:
50 assert(0);
51 break;
52 }
53
54 for(std::size_t Layer = 0; Layer < Texture.layers(); ++Layer)
55 for(std::size_t Face = 0; Face < Texture.faces(); ++Face)
56 for(std::size_t Level = 0; Level < Texture.levels(); ++Level)
57 {
58 GLsizei const LayerGL = static_cast<GLsizei>(Layer);
59 glm::tvec3<GLsizei> Extent(Texture.extent(Level));
60 Target = gli::is_target_cube(Texture.target())
61 ? static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + Face)
62 : Target;
63
64 switch(Texture.target())
65 {
66 case gli::TARGET_1D:
67 if(gli::is_compressed(Texture.format()))
68 glCompressedTexSubImage1D(
69 Target, static_cast<GLint>(Level), 0, Extent.x,
70 Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
71 Texture.data(Layer, Face, Level));
72 else
73 glTexSubImage1D(
74 Target, static_cast<GLint>(Level), 0, Extent.x,
75 Format.External, Format.Type,
76 Texture.data(Layer, Face, Level));
77 break;
78 case gli::TARGET_1D_ARRAY:
79 case gli::TARGET_2D:
80 case gli::TARGET_CUBE:
81 if(gli::is_compressed(Texture.format()))
82 glCompressedTexSubImage2D(
83 Target, static_cast<GLint>(Level),
84 0, 0,
85 Extent.x,
86 Texture.target() == gli::TARGET_1D_ARRAY ? LayerGL : Extent.y,
87 Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
88 Texture.data(Layer, Face, Level));
89 else
90 glTexSubImage2D(
91 Target, static_cast<GLint>(Level),
92 0, 0,
93 Extent.x,
94 Texture.target() == gli::TARGET_1D_ARRAY ? LayerGL : Extent.y,
95 Format.External, Format.Type,
96 Texture.data(Layer, Face, Level));
97 break;
98 case gli::TARGET_2D_ARRAY:
99 case gli::TARGET_3D:
100 case gli::TARGET_CUBE_ARRAY:
101 if(gli::is_compressed(Texture.format()))
102 glCompressedTexSubImage3D(
103 Target, static_cast<GLint>(Level),
104 0, 0, 0,
105 Extent.x, Extent.y,
106 Texture.target() == gli::TARGET_3D ? Extent.z : LayerGL,
107 Format.Internal, static_cast<GLsizei>(Texture.size(Level)),
108 Texture.data(Layer, Face, Level));
109 else
110 glTexSubImage3D(
111 Target, static_cast<GLint>(Level),
112 0, 0, 0,
113 Extent.x, Extent.y,
114 Texture.target() == gli::TARGET_3D ? Extent.z : LayerGL,
115 Format.External, Format.Type,
116 Texture.data(Layer, Face, Level));
117 break;
118 default: assert(0); break;
119 }
120 }
121 return TextureName;
122 }