Awesome
gliml
(work in progress!)
Minimalistic image loader library for GL projects:
- header only, just include a header and optionally set a few defines to enable or disable features
- focus on compressed formats that can be dumped right into GL texture objects
- doesn't use C++ exceptions, RTTI, STL, strings or file functions
- doesn't call into GL, doesn't include GL headers
- no dynamic memory allocation
- overridable assert macro
File formats: DDS, PVR, KTX
Texture formats: DXT1, DXT3, DXT5, PVR2BPP, PVR4BPP, ETC2
Basic usage:
- load file data into memory
- create gliml::context object
- enable DXT, PVR, ETC2 support depending on GL extensions/version
- call gliml::context::load() to parse the file data into the gliml::context object
- setup a GL texture using the data in the gliml::context object
See Oryol for real-world example:
https://github.com/floooh/oryol/blob/master/code/Modules/Assets/Gfx/TextureLoader.cc
Sample code (WIP):
#define GLIML_ASSERT(x) my_assert(x)
#include "gliml/gliml.h"
void glimlSample() {
// load file into memory (gliml doesn't have any file I/O functions)
std::ifstream file("my_texture.dds", std::ios::in | std::ios::binary);
fil.seekg(0, std::ios::end);
int size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<unsigned char> buffer(size);
file.read(buffer.data(), size);
file.close();
// check GL for DXT / PVR support
bool hasDXTExtension = ...;
bool hasPVRTCExtension = ...;
bool hasETC2 = ...;
// now extract the file data into GL data using gliml
gliml::context ctx;
ctx.enable_dxt(hasDXTExtension);
ctx.enable_pvrtc(hasPVRTCExtension);
ctx.enable_etc2(hasETC2)
if (ctx.load(&buffer.front(), size)) {
// create a GL texture
GLuint gltx;
glGenTextures(1, &gltx);
glBindTexture(ctx.texture_target(), gltx);
// set desired texture params
glTexParameteri(ctx.texture_target(), GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(ctx.texture_target(), GL_TEXTURE_WRAP_T, GL_REPEAT);
if (ctx.is_3d()) {
glTexParameteri(ctx.texture_target(), GL_TEXTURE_WRAP_R, GL_REPEAT);
}
glTexParameteri(ctx.texture_target(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (ctx.num_mipmaps(0) > 1) {
glTexParameteri(ctx.texture_target(), GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
else {
glTexParameteri(ctx.texture_target(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// for each (cube-map) face...
for (int face_index = 0; face_index < ctx.num_faces(); face_index++) {
// for each mip-map level
for (int mip_index = 0; mip_index < ctx.num_mipmaps(face_index); mip_index++) {
if (ctx.is_compressed()) {
// compressed
if (ctx.is_2d()) {
// compressed 2D or cube texture
glCompressedTexImage2D(ctx.image_target(face_index),
mip_index,
ctx.image_internal_format(),
ctx.image_width(face_index, mip_index),
ctx.image_height(face_index, mip_index),
0,
ctx.image_size(face_index, mip_index),
ctx.image_data(face_index, mip_index));
}
else {
// compressed 3D texture
assert(ctx.is_3d());
glCompressedTexImage3D(ctx.image_target(face_index),
mip_index,
ctx.image_internal_format(),
ctx.image_width(face_index, mip_index),
ctx.image_height(face_index, mip_index),
ctx.image_depth(face_index, mip_index),
0,
ctx.image_size(face_index, mip_index),
ctx.image_data(face_index, mip_index));
}
}
else {
// uncompressed
if (ctx.is_2d()) {
// 2D or CUBE texture
glTexImage2D(ctx.image_target(face_index),
mip_index,
ctx.image_internal_format(),
ctx.image_width(face_index, mip_index),
ctx.image_height(face_index, mip_index),
0,
ctx.image_format(),
ctx.image_type(),
ctx.image_data(face_index, mip_index));
}
else {
// 3D texture
assert(ctx.is_3d());
glTexImage3D(ctx.image_target(face_index),
mip,
ctx.image_internal_format(),
ctx.image_width(face_index, mip_index),
ctx.image_height(face_index, mip_index),
ctx.image_depth(face_index, mip_index),
0,
ctx.image_format(),
ctx.image_type(),
ctx.image_data(face_index, mip_index));
}
}
} // for mip...
} // for face...
}
}