Merge pull request #1078 from dariomanesku/image_loader

Don't force stb image loader to use RGBA8.
This commit is contained in:
Branimir Karadžić 2017-03-14 09:25:06 -07:00 committed by GitHub
commit 092efd4d81
2 changed files with 21 additions and 3 deletions

View File

@ -33,7 +33,9 @@ BX_PRAGMA_DIAGNOSTIC_POP()
#include <lodepng/lodepng.h>
typedef unsigned char stbi_uc;
extern "C" int stbi_is_hdr_from_memory(stbi_uc const* _buffer, int _len);
extern "C" stbi_uc* stbi_load_from_memory(stbi_uc const* _buffer, int _len, int* _x, int* _y, int* _comp, int _req_comp);
extern "C" float* stbi_loadf_from_memory(stbi_uc const* _buffer, int _len, int* _x, int* _y, int* _comp, int _req_comp);
extern "C" void stbi_image_free(void* _ptr);
extern void lodepng_free(void* _ptr);
@ -336,18 +338,33 @@ namespace bgfx
static ImageContainer* imageParseStbImage(bx::AllocatorI* _allocator, const void* _data, uint32_t _size)
{
TextureFormat::Enum format = TextureFormat::RGBA8;
const int isHdr = stbi_is_hdr_from_memory((const uint8_t*)_data, (int)_size);
void* data;
uint32_t width = 0;
uint32_t height = 0;
int comp = 0;
void* data = stbi_load_from_memory( (uint8_t*)_data, _size, (int*)&width, (int*)&height, &comp, 4);
if (isHdr) { data = stbi_loadf_from_memory((const uint8_t*)_data, (int)_size, (int*)&width, (int*)&height, &comp, 4); }
else { data = stbi_load_from_memory ((const uint8_t*)_data, (int)_size, (int*)&width, (int*)&height, &comp, 0); }
if (NULL == data)
{
return NULL;
}
bgfx::TextureFormat::Enum format;
if (isHdr)
{
format = bgfx::TextureFormat::RGBA32F;
}
else
{
if (1 == comp) { format = bgfx::TextureFormat::R8; }
else if (2 == comp) { format = bgfx::TextureFormat::RG8; }
else if (3 == comp) { format = bgfx::TextureFormat::RGB8; }
else/*if (4 == comp)*/ { format = bgfx::TextureFormat::RGBA8; }
}
ImageContainer* output = imageAlloc(_allocator
, format
, uint16_t(width)

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@ -4684,6 +4684,7 @@ namespace bgfx { namespace gl
GL_CHECK(glGenTextures(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate texture id.");
GL_CHECK(glBindTexture(_target, m_id) );
GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
const TextureFormatInfo& tfi = s_textureFormat[m_textureFormat];
m_fmt = tfi.m_fmt;