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Texture.cpp
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166 lines (145 loc) · 3.74 KB
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#include "Renderer/Texture.hpp"
#include <utility>
namespace libprojectM {
namespace Renderer {
Texture::Texture(std::string name, const int width, const int height, const bool isUserTexture)
: m_target(GL_TEXTURE_2D)
, m_name(std::move(name))
, m_width(width)
, m_height(height)
, m_isUserTexture(isUserTexture)
, m_internalFormat(GL_RGB)
, m_format(GL_RGB)
, m_type(GL_UNSIGNED_BYTE)
{
CreateNewTexture();
}
Texture::Texture(std::string name, GLenum target, int width, int height, int depth,
GLint internalFormat, GLenum format, GLenum type, bool isUserTexture)
: m_target(target)
, m_name(std::move(name))
, m_width(width)
, m_height(height)
, m_depth(depth)
, m_isUserTexture(isUserTexture)
, m_internalFormat(internalFormat)
, m_format(format)
, m_type(type)
{
CreateNewTexture();
}
Texture::Texture(std::string name, const GLuint texID, const GLenum target,
const int width, const int height, const bool isUserTexture)
: m_textureId(texID)
, m_target(target)
, m_name(std::move(name))
, m_width(width)
, m_height(height)
, m_isUserTexture(isUserTexture)
{
}
Texture::Texture(std::string name, const void* data, GLenum target, int width, int height, int depth, GLint internalFormat, GLenum format, GLenum type, bool isUserTexture)
: m_target(target)
, m_name(std::move(name))
, m_width(width)
, m_height(height)
, m_depth(depth)
, m_isUserTexture(isUserTexture)
, m_internalFormat(internalFormat)
, m_format(format)
, m_type(type)
{
glGenTextures(1, &m_textureId);
Update(data);
}
Texture::~Texture()
{
if (m_textureId > 0)
{
glDeleteTextures(1, &m_textureId);
m_textureId = 0;
}
}
void Texture::Bind(GLint slot, const Sampler::Ptr& sampler) const
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(m_target, m_textureId);
if (sampler)
{
sampler->Bind(slot);
}
}
void Texture::Unbind(GLint slot) const
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(m_target, 0);
}
auto Texture::TextureID() const -> GLuint
{
return m_textureId;
}
auto Texture::Name() const -> const std::string&
{
return m_name;
}
auto Texture::Type() const -> GLenum
{
return m_target;
}
auto Texture::Width() const -> int
{
return m_width;
}
auto Texture::Height() const -> int
{
return m_height;
}
auto Texture::Depth() const -> int
{
return m_depth;
}
auto Texture::IsUserTexture() const -> bool
{
return m_isUserTexture;
}
auto Texture::Empty() const -> bool
{
return m_textureId == 0;
}
void Texture::Update(const void* data) const
{
glBindTexture(m_target, m_textureId);
switch (m_target)
{
case GL_TEXTURE_2D:
glTexImage2D(m_target, 0, m_internalFormat, m_width, m_height, 0, m_format, m_type, data);
break;
case GL_TEXTURE_3D:
glTexImage3D(m_target, 0, m_internalFormat, m_width, m_height, m_depth, 0, m_format, m_type, data);
break;
default:
// Unsupported, do nothing.
break;
}
glBindTexture(m_target, 0);
}
void Texture::CreateNewTexture()
{
glGenTextures(1, &m_textureId);
glBindTexture(m_target, m_textureId);
switch (m_target)
{
case GL_TEXTURE_2D:
glTexImage2D(m_target, 0, m_internalFormat, m_width, m_height, 0, m_format, m_type, nullptr);
break;
case GL_TEXTURE_3D:
glTexImage3D(m_target, 0, m_internalFormat, m_width, m_height, m_depth, 0, m_format, m_type, nullptr);
break;
default:
// Unsupported, do nothing.
break;
}
glBindTexture(m_target, 0);
}
} // namespace Renderer
} // namespace libprojectM