load textures from PNG, JPEG etc. files using ImageMagick
only one (last) texture is currently displayed
/**
* ShaderShark
* Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <iostream>
#include <Magick++.h>
#include "ImageLoader.h"
#include "AllocatedBuffer.h"
ImageLoader::ImageBuffer* ImageLoader::loadImage(const Buffer& input) {
Magick::Blob inputBlob(input.getData(), input.getSize());
Magick::Image image(inputBlob);
// Magick::PixelPacket* parsedPixels = parsedImage.getPixels(
// 0, 0, parsedImage.size().width(), parsedImage.size().height());
Magick::Blob outputBlob;
image.magick("RGBA");
image.write(&outputBlob);
ImageBuffer* outputBuffer = new ImageBuffer(
(void*) outputBlob.data(),
outputBlob.length(),
image.size().width(),
image.size().height());
return outputBuffer;
}