// // Created by lukas on 05.02.22. // #define GL_GLEXT_PROTOTYPES #include #include #include #include "bmploader.h" unsigned bmploader::loadBMP(const char *imagepath) { // Data read from the header of the BMP file unsigned char header[54]; // Each BMP file begins by a 54-bytes header unsigned int dataPos; // Position in the file where the actual data begins int width, height; unsigned int imageSize; // = width*height*3 // Actual RGB data unsigned char * data; // Open the file FILE * file = fopen(imagepath,"rb"); if (!file){printf("Image could not be opened\n"); return 0;} if ( fread(header, 1, 54, file)!=54 ){ // If not 54 bytes read : problem printf("Not a correct BMP file\n"); return false; } if ( header[0]!='B' || header[1]!='M' ){ printf("Not a correct BMP file\n"); return 0; } // Read ints from the byte array dataPos = *(int*)&(header[0x0A]); imageSize = *(int*)&(header[0x22]); width = *(int*)&(header[0x12]); height = *(int*)&(header[0x16]); // Some BMP files are misformatted, guess missing information if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component if (dataPos==0) dataPos=54; // The BMP header is done that way // Create a buffer data = new unsigned char [imageSize]; // Read the actual data from the file into the buffer fread(data,1,imageSize,file); //Everything is in memory now, the file can be closed fclose(file); glEnable(GL_TEXTURE_2D); // Create one OpenGL texture unsigned textureID; glGenTextures(1, &textureID); glActiveTexture(GL_TEXTURE0); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Give the image to OpenGL glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); // Generate mipmaps, by the way. glGenerateMipmap(GL_TEXTURE_2D); return textureID; }