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#include <SDL2/SDL.h>
#include <string.h>
#include <png.h>
SDL_Texture* imv_load_png(SDL_Renderer *r, const char* path)
{
FILE *fp = fopen(path, "rb");
if(!fp) {
return NULL;
}
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if(!png) {
fclose(fp);
return NULL;
}
png_infop info = png_create_info_struct(png);
if(!info) {
fclose(fp);
png_destroy_read_struct(&png, NULL, NULL);
return NULL;
}
png_init_io(png, fp);
png_read_png(png, info,
PNG_TRANSFORM_STRIP_16 | PNG_TRANSFORM_PACKING | PNG_TRANSFORM_EXPAND,
NULL);
png_uint_32 width, height;
png_get_IHDR(png, info, &width, &height, NULL, NULL, NULL, NULL, NULL);
unsigned int bytes_per_row = png_get_rowbytes(png, info);
png_bytepp row_ptrs = png_get_rows(png, info);
char* pixels = (char*)malloc(bytes_per_row*height);
for (unsigned int i = 0; i < height; i++) {
memcpy(pixels + bytes_per_row * i, row_ptrs[i], bytes_per_row);
}
png_destroy_read_struct(&png, &info, NULL);
fclose(fp);
SDL_Texture *img = SDL_CreateTexture(r,
SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STATIC,
width, height);
SDL_Rect area = {0,0,width,height};
SDL_UpdateTexture(img, &area, pixels, bytes_per_row);
free(pixels);
return img;
}
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