Files
ObsidianDragon/src/util/texture_loader.cpp
DanS 3aee55b49c ObsidianDragon - DragonX ImGui Wallet
Full-node GUI wallet for DragonX cryptocurrency.
Built with Dear ImGui, SDL3, and OpenGL3/DX11.

Features:
- Send/receive shielded and transparent transactions
- Autoshield with merged transaction display
- Built-in CPU mining (xmrig)
- Peer management and network monitoring
- Wallet encryption with PIN lock
- QR code generation for receive addresses
- Transaction history with pagination
- Console for direct RPC commands
- Cross-platform (Linux, Windows)
2026-02-27 00:26:01 -06:00

327 lines
9.9 KiB
C++

// DragonX Wallet - ImGui Edition
// Copyright 2024-2026 The Hush Developers
// Released under the GPLv3
#include "texture_loader.h"
// stb_image — single-file image loader (public domain)
// Only compiled here; all other files just include the header.
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_PNG
#define STBI_NO_STDIO // we do our own fread for portability
#include "stb_image.h"
#include <cstdio>
#include <cstdlib>
#include <vector>
#ifdef DRAGONX_USE_DX11
#include <d3d11.h>
// Get D3D11 device from ImGui backend (same pattern as qr_code.cpp)
static ID3D11Device* GetImGuiD3D11Device()
{
ImGuiIO& io = ImGui::GetIO();
if (!io.BackendRendererUserData) return nullptr;
return *reinterpret_cast<ID3D11Device**>(io.BackendRendererUserData);
}
#else
#ifdef DRAGONX_HAS_GLAD
#include <glad/gl.h>
#else
#include <SDL3/SDL_opengl.h>
#endif
#endif
#include "../util/logger.h"
namespace dragonx {
namespace util {
// Read entire file into memory
static bool ReadFileToBuffer(const char* path, std::vector<unsigned char>& buf)
{
FILE* f = fopen(path, "rb");
if (!f) return false;
fseek(f, 0, SEEK_END);
long sz = ftell(f);
fseek(f, 0, SEEK_SET);
if (sz <= 0) { fclose(f); return false; }
buf.resize((size_t)sz);
size_t rd = fread(buf.data(), 1, (size_t)sz, f);
fclose(f);
return rd == (size_t)sz;
}
bool LoadTextureFromFile(const char* path, ImTextureID* outTexID, int* outW, int* outH)
{
std::vector<unsigned char> fileData;
if (!ReadFileToBuffer(path, fileData)) {
DEBUG_LOGF("LoadTextureFromFile: failed to read '%s'\n", path);
return false;
}
int w = 0, h = 0, channels = 0;
unsigned char* pixels = stbi_load_from_memory(
fileData.data(), (int)fileData.size(), &w, &h, &channels, 4);
if (!pixels) {
DEBUG_LOGF("LoadTextureFromFile: stbi failed for '%s'\n", path);
return false;
}
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) {
stbi_image_free(pixels);
DEBUG_LOGF("LoadTextureFromFile: no D3D11 device available\n");
return false;
}
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
stbi_image_free(pixels);
if (FAILED(hr) || !texture) {
DEBUG_LOGF("LoadTextureFromFile: CreateTexture2D failed for '%s'\n", path);
return false;
}
ID3D11ShaderResourceView* srv = nullptr;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) {
DEBUG_LOGF("LoadTextureFromFile: CreateSRV failed for '%s'\n", path);
return false;
}
*outTexID = (ImTextureID)(intptr_t)srv;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromFile: loaded '%s' (%dx%d) -> DX11 SRV %p\n", path, w, h, (void*)srv);
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(pixels);
*outTexID = (ImTextureID)(intptr_t)tex;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromFile: loaded '%s' (%dx%d) -> texture %u\n", path, w, h, tex);
return true;
#endif
}
bool LoadTextureFromMemory(const unsigned char* data, size_t dataSize,
ImTextureID* outTexID, int* outW, int* outH)
{
if (!data || dataSize == 0) {
DEBUG_LOGF("LoadTextureFromMemory: null/empty data\n");
return false;
}
int w = 0, h = 0, channels = 0;
unsigned char* pixels = stbi_load_from_memory(
data, (int)dataSize, &w, &h, &channels, 4);
if (!pixels) {
DEBUG_LOGF("LoadTextureFromMemory: stbi decode failed\n");
return false;
}
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) {
stbi_image_free(pixels);
DEBUG_LOGF("LoadTextureFromMemory: no D3D11 device available\n");
return false;
}
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
stbi_image_free(pixels);
if (FAILED(hr) || !texture) {
DEBUG_LOGF("LoadTextureFromMemory: CreateTexture2D failed\n");
return false;
}
ID3D11ShaderResourceView* srv = nullptr;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) {
DEBUG_LOGF("LoadTextureFromMemory: CreateSRV failed\n");
return false;
}
*outTexID = (ImTextureID)(intptr_t)srv;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromMemory: %dx%d -> DX11 SRV %p\n", w, h, (void*)srv);
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(pixels);
*outTexID = (ImTextureID)(intptr_t)tex;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromMemory: %dx%d -> texture %u\n", w, h, tex);
return true;
#endif
}
bool CreateRawTexture(const unsigned char* pixels, int w, int h,
bool repeat, ImTextureID* outTexID)
{
if (!pixels || w <= 0 || h <= 0) return false;
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) return false;
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
if (FAILED(hr) || !texture) return false;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
ID3D11ShaderResourceView* srv = nullptr;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) return false;
*outTexID = (ImTextureID)(intptr_t)srv;
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (repeat) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
*outTexID = (ImTextureID)(intptr_t)tex;
return true;
#endif
}
unsigned char* LoadRawPixelsFromFile(const char* path, int* outW, int* outH)
{
std::vector<unsigned char> fileData;
if (!ReadFileToBuffer(path, fileData)) return nullptr;
int channels = 0;
return stbi_load_from_memory(fileData.data(), (int)fileData.size(),
outW, outH, &channels, 4);
}
unsigned char* LoadRawPixelsFromMemory(const unsigned char* data, size_t dataSize, int* outW, int* outH)
{
if (!data || dataSize == 0) return nullptr;
int channels = 0;
return stbi_load_from_memory(data, (int)dataSize, outW, outH, &channels, 4);
}
void FreeRawPixels(unsigned char* pixels)
{
if (pixels) stbi_image_free(pixels);
}
void DestroyTexture(ImTextureID texID)
{
if (!texID) return;
#ifdef DRAGONX_USE_DX11
auto* srv = (ID3D11ShaderResourceView*)(intptr_t)texID;
srv->Release();
#else
GLuint tex = (GLuint)(intptr_t)texID;
glDeleteTextures(1, &tex);
#endif
}
} // namespace util
} // namespace dragonx