/* * Copyright (C) 2018 Tomasz Kramkowski * SPDX-License-Identifier: MIT */ #include #include #include #include "eprintf.h" #include "tex.h" // png2tex: read a PNG and produce an OpenGL texture out of it GLuint png2tex(FILE *f) { png_image pi = { .version = PNG_IMAGE_VERSION }; unsigned char *data; size_t stride, size; GLuint id; assert(f != NULL); png_image_begin_read_from_stdio(&pi, f); pi.format = PNG_FORMAT_RGB; stride = sizeof *data * PNG_IMAGE_SAMPLE_CHANNELS(pi.format) * pi.width; // OpenGL alignment requirement stride = (stride + 3) & ~(size_t)3; size = stride * pi.height; data = emalloc(size); png_image_finish_read(&pi, NULL, data, stride, NULL); gl_tex_gen(1, &id); gl_tex_bind(GL_TEXTURE_2D, id); gl_tex_parami(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl_tex_parami(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); gl_tex_parami(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl_tex_parami(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); gl_tex_img2d(GL_TEXTURE_2D, 0, GL_SRGB, pi.width, pi.height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); gl_tex_genmip(GL_TEXTURE_2D); free(data); png_image_free(&pi); return id; }