kbranigan / Simple-OpenGL-Image-Library

Simple image uploader primarily for OpenGL
http://lonesock.net/soil.html
243 stars 105 forks source link

This is a clone of Simple OpenGL Image Library from http://lonesock.net/soil.html which hasn't changed since July 7, 2008.

I wanted to work with the code and seeing it was MIT license and the original svn repo is offline, I figured it was acceptable to post it here.

Features:

Usage:

SOIL is meant to be used as a static library (as it's tiny and in the public domain). You can use the static library file included in the zip (libSOIL.a works for MinGW and Microsoft compilers...feel free to rename it to SOIL.lib if that makes you happy), or compile the library yourself. The code is cross-platform and has been tested on Windows, Linux, and Mac. (The heaviest testing has been on the Windows platform, so feel free to email me if you find any issues with other platforms.)

Simply include SOIL.h in your C or C++ file, link in the static library, and then use any of SOIL's functions. The file SOIL.h contains simple doxygen style documentation. (If you use the static library, no other header files are needed besides SOIL.h) Below are some simple usage examples:

load an image file directly as a new OpenGL texture

GLuint tex_2d = SOIL_load_OGL_texture
(
  "img.png",
  SOIL_LOAD_AUTO,
  SOIL_CREATE_NEW_ID,
  SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
);

check for an error during the load process

if( 0 == tex_2d )
{
  printf( "SOIL loading error: '%s'\n", SOIL_last_result() );
}

load another image, but into the same texture ID, overwriting the last one

tex_2d = SOIL_load_OGL_texture
(
  "some_other_img.dds",
  SOIL_LOAD_AUTO,
  tex_2d,
  SOIL_FLAG_DDS_LOAD_DIRECT
);

load 6 images into a new OpenGL cube map, forcing RGB

GLuint tex_cube = SOIL_load_OGL_cubemap
(
  "xp.jpg",
  "xn.jpg",
  "yp.jpg",
  "yn.jpg",
  "zp.jpg",
  "zn.jpg",
  SOIL_LOAD_RGB,
  SOIL_CREATE_NEW_ID,
  SOIL_FLAG_MIPMAPS
);

load and split a single image into a new OpenGL cube map, default format face order = East South West North Up Down => "ESWNUD", case sensitive!

GLuint single_tex_cube = SOIL_load_OGL_single_cubemap
(
  "split_cubemap.png",
  "EWUDNS",
  SOIL_LOAD_AUTO,
  SOIL_CREATE_NEW_ID,
  SOIL_FLAG_MIPMAPS
);

actually, load a DDS cubemap over the last OpenGL cube map, default format try to load it directly, but give the order of the faces in case that fails the DDS cubemap face order is pre-defined as SOIL_DDS_CUBEMAP_FACE_ORDER

single_tex_cube = SOIL_load_OGL_single_cubemap
(
  "overwrite_cubemap.dds",
  SOIL_DDS_CUBEMAP_FACE_ORDER,
  SOIL_LOAD_AUTO,
  single_tex_cube,
  SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT
);

load an image as a heightmap, forcing greyscale (so channels should be 1)

int width, height, channels;
unsigned char *ht_map = SOIL_load_image
(
  "terrain.tga",
  &width, &height, &channels,
  SOIL_LOAD_L
);

save that image as another type

int save_result = SOIL_save_image
(
  "new_terrain.dds",
  SOIL_SAVE_TYPE_DDS,
  width, height, channels,
  ht_map
);

save a screenshot of your awesome OpenGL game engine, running at 1024x768

save_result = SOIL_save_screenshot
(
  "awesomenessity.bmp",
  SOIL_SAVE_TYPE_BMP,
  0, 0, 1024, 768
);

loaded a file via PhysicsFS, need to decompress the image from RAM, where it's in a buffer: unsigned char *image_in_RAM

GLuint tex_2d_from_RAM = SOIL_load_OGL_texture_from_memory
(
  image_in_RAM,
  image_in_RAM_bytes,
  SOIL_LOAD_AUTO,
  SOIL_CREATE_NEW_ID,
  SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
);

done with the heightmap, free up the RAM

SOIL_free_image_data( ht_map );