Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- void GetTexture()
- {
- static bool bInitializeImGui = false;
- if (!bInitializeImGui)
- {
- char filename[256];
- int width, height;
- GLenum last_active_texture;
- glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
- sprintf(filename, "%s%s", hackdir, "image/wall.png");
- glGenTextures(1, &texture_id[1]);
- glBindTexture(GL_TEXTURE_2D, texture_id[1]);
- unsigned char* image = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
- glGenerateTextureMipmap(texture_id[1]);
- SOIL_free_image_data(image);
- sprintf(filename, "%s%s", hackdir, "image/logo.png");
- glGenTextures(1, &texture_id[2]);
- glBindTexture(GL_TEXTURE_2D, texture_id[2]);
- unsigned char* image2 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);
- SOIL_free_image_data(image2);
- sprintf(filename, "%s%s", hackdir, "image/menuback.png");
- glGenTextures(1, &texture_id[3]);
- glBindTexture(GL_TEXTURE_2D, texture_id[3]);
- unsigned char* image3 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
- SOIL_free_image_data(image3);
- sprintf(filename, "%s%s", hackdir, "image/target.png");
- glGenTextures(1, &texture_id[4]);
- glBindTexture(GL_TEXTURE_2D, texture_id[4]);
- unsigned char* image4 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);
- SOIL_free_image_data(image4);
- sprintf(filename, "%s%s", hackdir, "image/gaben.png");
- glGenTextures(1, &texture_id[5]);
- glBindTexture(GL_TEXTURE_2D, texture_id[5]);
- unsigned char* image5 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);
- SOIL_free_image_data(image5);
- sprintf(filename, "%s%s", hackdir, "image/clippy.png");
- glGenTextures(1, &texture_id[6]);
- glBindTexture(GL_TEXTURE_2D, texture_id[6]);
- unsigned char* image6 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);
- SOIL_free_image_data(image6);
- sprintf(filename, "%s%s", hackdir, "image/rage.png");
- glGenTextures(1, &texture_id[7]);
- glBindTexture(GL_TEXTURE_2D, texture_id[7]);
- unsigned char* image7 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image7);
- SOIL_free_image_data(image7);
- sprintf(filename, "%s%s", hackdir, "image/legit.png");
- glGenTextures(1, &texture_id[8]);
- glBindTexture(GL_TEXTURE_2D, texture_id[8]);
- unsigned char* image8 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image8);
- SOIL_free_image_data(image8);
- sprintf(filename, "%s%s", hackdir, "image/knife.png");
- glGenTextures(1, &texture_id[9]);
- glBindTexture(GL_TEXTURE_2D, texture_id[9]);
- unsigned char* image9 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image9);
- SOIL_free_image_data(image9);
- sprintf(filename, "%s%s", hackdir, "image/settings.png");
- glGenTextures(1, &texture_id[10]);
- glBindTexture(GL_TEXTURE_2D, texture_id[10]);
- unsigned char* image10 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image10);
- SOIL_free_image_data(image10);
- sprintf(filename, "%s%s", hackdir, "image/model.png");
- glGenTextures(1, &texture_id[11]);
- glBindTexture(GL_TEXTURE_2D, texture_id[11]);
- unsigned char* image11 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image11);
- SOIL_free_image_data(image11);
- sprintf(filename, "%s%s", hackdir, "image/visual.png");
- glGenTextures(1, &texture_id[12]);
- glBindTexture(GL_TEXTURE_2D, texture_id[12]);
- unsigned char* image12 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image12);
- SOIL_free_image_data(image12);
- sprintf(filename, "%s%s", hackdir, "image/bunny.png");
- glGenTextures(1, &texture_id[13]);
- glBindTexture(GL_TEXTURE_2D, texture_id[13]);
- unsigned char* image13 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image13);
- SOIL_free_image_data(image13);
- sprintf(filename, "%s%s", hackdir, "image/waypoint.png");
- glGenTextures(1, &texture_id[14]);
- glBindTexture(GL_TEXTURE_2D, texture_id[14]);
- unsigned char* image14 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image14);
- SOIL_free_image_data(image14);
- sprintf(filename, "%s%s", hackdir, "image/color.png");
- glGenTextures(1, &texture_id[15]);
- glBindTexture(GL_TEXTURE_2D, texture_id[15]);
- unsigned char* image15 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image15);
- SOIL_free_image_data(image15);
- sprintf(filename, "%s%s", hackdir, "image/sky.png");
- glGenTextures(1, &texture_id[16]);
- glBindTexture(GL_TEXTURE_2D, texture_id[16]);
- unsigned char* image16 = SOIL_load_image(filename, &width, &height, 0, SOIL_LOAD_RGBA);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image16);
- glGenerateTextureMipmap(texture_id[16]);
- SOIL_free_image_data(image16);
- glActiveTexture(last_active_texture);
- bInitializeImGui = true;
- }
- }
- + нужен иклуд Soil
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement