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| #include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <jpeglib.h>
using namespace std;
/* Microsoft Visual C++ */
#ifdef _MSC_VER
#pragma comment (lib, "libjpeg.lib")
#endif /* _MSC_VER */
#include "h/texture.h"
bool GlTexture_t::ReadJPEGFromFile (const char *filename)
{
FILE *fp = NULL;
struct jpeg_decompress_struct cinfo;
struct jpeg_error_mgr jerr;
JSAMPROW j;
int i;
/* open image file */
fp = fopen (filename, "rb");
if (!fp)
{
fprintf (stderr, "error: couldn't open \"%s\"!\n", filename);
return 1;
}
/* create and configure decompressor */
jpeg_create_decompress (&cinfo);
cinfo.err = jpeg_std_error (&jerr);
jpeg_stdio_src (&cinfo, fp);
/* read header and prepare for decompression */
cerr<<"ici"<<endl;
jpeg_read_header (&cinfo, TRUE);
jpeg_start_decompress (&cinfo);
/* initialize image's member variables */
width = cinfo.image_width;
height = cinfo.image_height;
internalFormat = cinfo.num_components;
if (cinfo.num_components == 1)
format = GL_LUMINANCE;
else
format = GL_RGB;
texels = new GLubyte [width * height * internalFormat];
/* extract each scanline of the image */
for (i = 0; i < height; ++i)
{
j = (texels +
((height - (i + 1)) * width * internalFormat));
jpeg_read_scanlines (&cinfo, &j, 1);
}
/* finish decompression and release memory */
jpeg_finish_decompress (&cinfo);
jpeg_destroy_decompress (&cinfo);
fclose (fp);
return 0;
}
bool GlTexture_t::loadJPEGTexture (const char *filename)
{
GLuint tex_id = 0;
ReadJPEGFromFile (filename);
if (this && texels)
{
/* generate texture */
glGenTextures (1, &id);
glBindTexture (GL_TEXTURE_2D, id);
/* setup some parameters for texture filters and mipmapping */
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/*
glTexImage2D (GL_TEXTURE_2D, 0, jpeg_tex->internalFormat,
jpeg_tex->width, jpeg_tex->height, 0, jpeg_tex->format,
GL_UNSIGNED_BYTE, jpeg_tex->texels);
*/
gluBuild2DMipmaps (GL_TEXTURE_2D, internalFormat,width, height, format, GL_UNSIGNED_BYTE, texels);
}
return true;
}
GLuint GlTexture_t::get_id()
{
return id;
} |
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