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https://github.com/raysan5/raylib.git
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Update to version 1.0.6
Check CHANGELOG for the list of changes in this release!
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@ -218,37 +218,11 @@ Image LoadImageFromRES(const char *rresName, int resId)
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Texture2D LoadTexture(const char *fileName)
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{
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Texture2D texture;
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int imgWidth;
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int imgHeight;
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int imgBpp;
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Image image;
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// NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...)
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// Force loading to 4 components (RGBA)
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byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
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// Convert loaded data to OpenGL texture
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//----------------------------------------
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GLuint id;
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glGenTextures(1, &id); // Generate Pointer to the Texture
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, imgWidth, imgHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
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// NOTE: Not using mipmappings (texture for 2D drawing)
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// At this point we have the image converted to texture and uploaded to GPU
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stbi_image_free(imgData); // Now we can free loaded data from RAM memory
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texture.glId = id;
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texture.width = imgWidth;
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texture.height = imgHeight;
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image = LoadImage(fileName);
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texture = CreateTexture(image);
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UnloadImage(image);
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return texture;
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}
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@ -264,23 +238,6 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId)
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return texture;
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}
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// Load an image as texture (and convert to POT with mipmaps)
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Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps)
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{
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Texture2D texture;
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// TODO: Load and image and convert to Power-Of-Two
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// NOTE: Conversion could be done just adding extra space to image or by scaling image
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// NOTE: If scaling image, be careful with scaling algorithm (aproximation, bilinear, bicubic...)
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// TODO: Generate all required mipmap levels from image and convert to testure (not that easy)
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// NOTE: If using OpenGL 1.1, the only option is doing mipmap generation on CPU side (i.e. gluBuild2DMipmaps)
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// NOTE: raylib tries to minimize external dependencies so, we are not using GLU
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// NOTE: Re-implement some function similar to gluBuild2DMipmaps (not that easy...)
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return texture;
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}
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// Create a Texture2D from Image data
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// NOTE: Image is not unloaded, it should be done manually...
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Texture2D CreateTexture(Image image)
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@ -294,11 +251,18 @@ Texture2D CreateTexture(Image image)
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glBindTexture(GL_TEXTURE_2D, id);
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// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
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// Trilinear filtering
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
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//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
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// Upload texture to GPU
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
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// NOTE: Not using mipmappings (texture for 2D drawing)
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@ -329,6 +293,12 @@ void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
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DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint);
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}
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// Draw a Texture2D with position defined as Vector2
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
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{
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DrawTextureEx(texture, position, 0, 1.0f, tint);
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}
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// Draw a Texture2D with extended parameters
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
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{
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