#include "ImageLoader.h"
#include "picoPNG.h"
#include "IOManager.h"
#include "BengineErrors.h"
namespace Bengine {
GLTexture ImageLoader::loadPNG(std::string filePath) {
//Create a GLTexture and initialize all its fields to 0
GLTexture texture = {};
//This is the input data to decodePNG, which we load from a file
std::vector in;
//This is the output data from decodePNG, which is the pixel data for our texture
std::vector out;
unsigned long width, height;
//Read in the image file contents into a buffer
if (IOManager::readFileToBuffer(filePath, in) == false) {
fatalError("Failed to load PNG file to buffer!");
}
//Decode the .png format into an array of pixels
int errorCode = decodePNG(out, width, height, &(in[0]), in.size());
if (errorCode != 0) {
fatalError("decodePNG failed with error: " + std::to_string(errorCode));
}
//Generate the openGL texture object
glGenTextures(1, &(texture.id));
//Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture.id);
//Upload the pixels to the texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &(out[0]));
//Set some texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//Generate the mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
//Unbind the texture
glBindTexture(GL_TEXTURE_2D, 0);
texture.width = width;
texture.height = height;
//Return a copy of the texture data
return texture;
}
}