I am working with opengl and glsl, in visual studio c++ 2010. I am writing shaders and I need to load a texture. I am reading code from a book and in there they load textures with Qt, but I need to do it with DevIl, can someone please write the equivalent code for texture loading with DevIL? I am new to DevIL and I don't know how to translate this.
// Load texture file
const char * texName = "texture/brick1.jpg";
QImage timg = QGLWidget::convertToGLFormat(QImage(texName,"JPG"));
// Copy file to OpenGL
glActiveTexture(GL_TEXTURE0);
GLuint tid;
glGenTextures(1, &tid);
glBindTexture(GL_TEXTURE_2D, tid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, timg.width(), timg.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, timg.bits());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
Given that DevIL is no longer maintained, and the ILUT part assumes the requirement for power-of-2 texture dimensions and does rescale the images in its convenience functions, it actually makes sense to take the detour of doing it manually.
First loading a image from a file with DevIL happens quite similar to loading a texture from an image in OpenGL. First you create a DevIL image name and bind it
GLuint loadImageToTexture(char const * const thefilename)
{
ILuint imageID;
ilGenImages(1, &imageID);
ilBindImage(imageID);
now you can load an image from a file
ilLoadImage(thefilename);
check that the image does offer data, if not so, clean up
void data = ilGetData();
if(!data) {
ilBindImage(0);
ilDeleteImages(1, &imageID);
return 0;
}
retrieve the important parameters
int const width = ilGetInteger(IL_IMAGE_WIDTH);
int const height = ilGetInteger(IL_IMAGE_HEIGHT);
int const type = ilGetInteger(IL_IMAGE_TYPE); // matches OpenGL
int const format = ilGetInteger(IL_IMAGE_FORMAT); // matches OpenGL
Generate a texture name
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
next we set the pixel store paremeters (your original code missed that crucial step)
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // rows are tightly packed
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // pixels are tightly packed
finally we can upload the texture image and return the ID
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data);
next, for convenience we set the minification filter to GL_LINEAR, so that we don't have to supply mipmap levels.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
finally return the textureID
return textureID;
}
If you want to use mipmapping you can use the OpenGL glGenerateMipmap
later on; use glTexParameter GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD to control the span of the image pyramid generated.