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texture_loader.cpp
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texture_loader.cpp
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#include "stdafx.h"
#include "texture_loader.h"
#include <FreeImage\FreeImagePlus.h>
#include <wincodec.h>
#include <iostream>
using namespace std;
//
// COM (Component Object Model) initialisation and shutdown
//
HRESULT initCOM(void) {
return CoInitialize(NULL);
}
void shutdownCOM(void) {
// Notify COM we're done
CoUninitialize();
}
#ifdef __CG_USE_WINDOWS_IMAGING_COMPONENT___
#pragma region WIC texture loader
// Windows Imaging Component factory class (singleton)
static IWICImagingFactory *wicFactory = NULL;
// Safe release COM interfaces
template <class T>
inline void SafeRelease(T **comInterface) {
if (*comInterface) {
(*comInterface)->Release();
*comInterface = NULL;
}
}
HRESULT getWICFormatConverter(IWICFormatConverter **formatConverter) {
if (!formatConverter || !wicFactory)
return E_FAIL;
else
return wicFactory->CreateFormatConverter(formatConverter);
}
// Load and return an IWICBitmap interface representing the image loaded from path. No format conversion is done here - this is left to the caller so each delegate can apply the loaded image data as needed.
HRESULT loadWICBitmap(LPCWSTR path, IWICBitmap **bitmap) {
if (!bitmap || !wicFactory)
return E_FAIL;
IWICBitmapDecoder *bitmapDecoder = NULL;
IWICBitmapFrameDecode *imageFrame = NULL;
IWICFormatConverter *formatConverter = NULL;
*bitmap = NULL;
// Create image decoder
HRESULT hr = wicFactory->CreateDecoderFromFilename(path, NULL, GENERIC_READ, WICDecodeMetadataCacheOnDemand, &bitmapDecoder);
// Validate number of frames
UINT numFrames = 0;
if (SUCCEEDED(hr)) {
hr = bitmapDecoder->GetFrameCount(&numFrames);
}
if (SUCCEEDED(hr) && numFrames>0) {
// Decode first image frame (default to first frame - for animated types add parameters to select frame later!)
hr = bitmapDecoder->GetFrame(0, &imageFrame);
}
if (SUCCEEDED(hr)) {
hr = wicFactory->CreateFormatConverter(&formatConverter);
}
WICPixelFormatGUID pixelFormat;
if (SUCCEEDED(hr)) {
// Check we can convert to the required format GUID_WICPixelFormat32bppPBGRA
hr = imageFrame->GetPixelFormat(&pixelFormat);
}
BOOL canConvert = FALSE;
if (SUCCEEDED(hr)) {
hr = formatConverter->CanConvert(pixelFormat, GUID_WICPixelFormat32bppPBGRA, &canConvert);
}
if (SUCCEEDED(hr) && canConvert==TRUE) {
hr = formatConverter->Initialize(
imageFrame, // Input source to convert
GUID_WICPixelFormat32bppPBGRA, // Destination pixel format
WICBitmapDitherTypeNone, // Specified dither pattern
NULL, // Specify a particular palette
0.f, // Alpha threshold
WICBitmapPaletteTypeCustom // Palette translation type
);
}
if (SUCCEEDED(hr)) {
// Convert and create bitmap from converter
hr = wicFactory->CreateBitmapFromSource(formatConverter, WICBitmapCacheOnDemand, bitmap);
}
// Cleanup
SafeRelease(&formatConverter);
SafeRelease(&imageFrame);
SafeRelease(&bitmapDecoder);
// Return result
return hr;
}
GLuint wicLoadTexture(const std::wstring& filename) {
HRESULT hr;
// On first call instantiate WIC factory class
if (!wicFactory) {
hr = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&wicFactory));
// Validate wicFactory before proceeding
if (!SUCCEEDED(hr))
return 0;
}
IWICBitmap *textureBitmap = NULL;
IWICBitmapLock *lock = NULL;
GLuint newTexture = 0;
hr = loadWICBitmap(filename.c_str(), &textureBitmap);
UINT w = 0, h = 0;
if (SUCCEEDED(hr))
hr = textureBitmap->GetSize(&w, &h);
WICRect rect = {0, 0, w, h};
if (SUCCEEDED(hr))
hr = textureBitmap->Lock(&rect, WICBitmapLockRead, &lock);
UINT bufferSize = 0;
BYTE *buffer = NULL;
if (SUCCEEDED(hr))
hr = lock->GetDataPointer(&bufferSize, &buffer);
if (SUCCEEDED(hr)) {
glGenTextures(1, &newTexture);
glBindTexture(GL_TEXTURE_2D, newTexture);
// Note: GL_BGRA format used - input image format converted to GUID_WICPixelFormat32bppPBGRA for consistent interface with OpenGL texture setup
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
}
SafeRelease(&lock);
SafeRelease(&textureBitmap);
// Setup default texture properties
if (newTexture) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
return newTexture;
}
#pragma endregion
#endif
#pragma region FreeImagePlus texture loader
GLuint fiLoadTexture(const char *filename) {
BOOL fiOkay = FALSE;
GLuint newTexture = 0;
fipImage I;
fiOkay = I.load(filename);
if (!fiOkay) {
cout << "FreeImagePlus: Cannot open image file.\n";
return 0;
}
fiOkay = I.flipVertical();
fiOkay = I.convertTo24Bits();
if (!fiOkay) {
cout << "FreeImagePlus: Conversion to 24 bits successful.\n";
return 0;
}
auto w = I.getWidth();
auto h = I.getHeight();
BYTE *buffer = I.accessPixels();
if (!buffer) {
cout << "FreeImagePlus: Cannot access bitmap data.\n";
return 0;
}
glGenTextures(1, &newTexture);
glBindTexture(GL_TEXTURE_2D, newTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, buffer);
// Setup default texture properties
if (newTexture) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
return newTexture;
}
#pragma endregion