]> git.sesse.net Git - movit/commitdiff
Split image loading from texture generation.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 1 Oct 2012 16:45:20 +0000 (18:45 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 1 Oct 2012 16:45:20 +0000 (18:45 +0200)
main.cpp

index 405463643b2d11ef0b524c4940f216ca4d39308b..256b29ecb9a2bf2dff97208bc5da77b1c7262b14 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -138,7 +138,7 @@ void mouse(int x, int y)
        update_hsv();
 }
 
-void load_texture(const char *filename)
+unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
 {
        SDL_Surface *img = IMG_Load(filename);
        if (img == NULL) {
@@ -177,17 +177,30 @@ void load_texture(const char *filename)
        }
        SDL_UnlockSurface(img);
 
+       *w = img->w;
+       *h = img->h;
+
+       SDL_FreeSurface(img);
+
+       return dst_pixels;
+}
+
+void load_texture(const char *filename)
+{
+       unsigned w, h;
+       unsigned char *pixels = load_image(filename, &w, &h);
+
 #if 1
        // we will convert to sRGB in the shader
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
        check_error();
 #else
        // implicit sRGB conversion in hardware
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
        check_error();
 #endif
-       free(dst_pixels);
-       SDL_FreeSurface(img);
+
+       free(pixels);
 }
 
 void write_ppm(const char *filename, unsigned char *screenbuf)