forked from cdave1/ftgles
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTextureLoader.mm
executable file
·56 lines (46 loc) · 1.96 KB
/
TextureLoader.mm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
/*
Copyright (c) 2010 David Petrie [email protected]
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
use of this software. Permission is granted to anyone to use this software for
any purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim
that you wrote the original software. If you use this software in a product, an
acknowledgment in the product documentation would be appreciated but is not
required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#import "TextureLoader.h"
#import <UIKit/UIKit.h>
extern void LoadTexture(const char *filename, GLuint *handle)
{
CGImageRef spriteImage;
size_t width, height;
CGContextRef spriteContext;
GLubyte *spriteData;
NSString *fileName =
[[NSString alloc]
initWithCString:filename
encoding:NSASCIIStringEncoding];
spriteImage = [UIImage imageNamed:fileName].CGImage;
[fileName release];
width = CGImageGetWidth(spriteImage);
height = CGImageGetHeight(spriteImage);
if(spriteImage)
{
spriteData = (GLubyte *)calloc(1, width * height * 4);
spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width * 4,
CGImageGetColorSpace(spriteImage),
kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), spriteImage);
CGContextRelease(spriteContext);
glGenTextures(1, handle);
glBindTexture(GL_TEXTURE_2D, *handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
glGenerateMipmapOES(GL_TEXTURE_2D);
free(spriteData);
}
}