Add load_texture
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#ifndef __LOADTEXTURE_H__
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#define __LOADTEXTURE_H__
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#include <string>
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#include <vector>
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#include <windows.h>
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#include "GL/glew.h"
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#include "GL/gl.h"
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GLuint LoadTexture(const std::string& fname);
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GLuint LoadSkybox(const std::vector<std::string>& faces);
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#endif
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#include "LoadTexture.h"
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#include "FreeImage.h"
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GLuint LoadTexture(const std::string& fname)
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{
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GLuint tex_id;
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FREE_IMAGE_FORMAT format = FreeImage_GetFileType(fname.c_str(), 0);
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FIBITMAP* tempImg = FreeImage_Load(format, fname.c_str());
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FIBITMAP* img;
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if(format == FIF_EXR)
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img = FreeImage_ConvertToRGBF(tempImg);
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else
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img = FreeImage_ConvertTo32Bits(tempImg);
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FreeImage_Unload(tempImg);
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GLuint w = FreeImage_GetWidth(img);
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GLuint h = FreeImage_GetHeight(img);
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GLuint scanW = FreeImage_GetPitch(img);
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GLubyte* byteImg = new GLubyte[h * scanW];;
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GLfloat* floatImg = new GLfloat[h * scanW];;
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if (format == FIF_EXR)
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FreeImage_ConvertToRawBits((BYTE*)floatImg, img, scanW, 96, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, TRUE);
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else
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FreeImage_ConvertToRawBits(byteImg, img, scanW, 32, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, FALSE);
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FreeImage_Unload(img);
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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if (format == FIF_EXR)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, w, h, 0, GL_RGB, GL_FLOAT, floatImg);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, byteImg);
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glGenerateMipmap(GL_TEXTURE_2D);
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if (format == FIF_EXR)
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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else
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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delete[] byteImg;
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delete[] floatImg;
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return tex_id;
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}
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GLuint LoadSkybox(const std::vector<std::string>& faces)
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{
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, tex_id);
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for (GLuint i = 0; i < faces.size(); i++)
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{
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FREE_IMAGE_FORMAT format = FreeImage_GetFileType(faces[i].c_str(), 0);
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FIBITMAP* tempImg = FreeImage_Load(format, faces[i].c_str());
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FIBITMAP* img = (format == FIF_EXR) ? FreeImage_ConvertToRGBF(tempImg) : FreeImage_ConvertTo32Bits(tempImg);
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FreeImage_Unload(tempImg);
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GLuint w = FreeImage_GetWidth(img);
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GLuint h = FreeImage_GetHeight(img);
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GLuint scanW = FreeImage_GetPitch(img);
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if (format == FIF_EXR)
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{
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GLfloat* floatImg = new GLfloat[h * scanW];
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FreeImage_ConvertToRawBits((BYTE*)floatImg, img, scanW, 96, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, TRUE);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, w, h, 0, GL_RGB, GL_FLOAT, floatImg);
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delete[] floatImg;
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}
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else
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{
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GLubyte* byteImg = new GLubyte[h * scanW];
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FreeImage_ConvertToRawBits(byteImg, img, scanW, 32, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, FALSE);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, byteImg);
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delete[] byteImg;
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}
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FreeImage_Unload(img);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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return tex_id;
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}
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