2025-04-27 12:36:34 +03:00

104 lines
2.9 KiB
C++

#include "Texture.hpp"
#include "gl_util.hpp"
#include <GL/glew.h>
#include <stdexcept>
#include <memory>
uint Texture::MAX_RESOLUTION = 1024; // Window.initialize overrides it
Texture::Texture(uint id, uint width, uint height)
: id(id), width(width), height(height) {
}
Texture::Texture(const ubyte* data, uint width, uint height, ImageFormat imageFormat)
: width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = gl::to_glenum(imageFormat);
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data)
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
glDeleteTextures(1, &id);
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::reload(const ImageData& image) {
width = image.getWidth();
height = image.getHeight();
reload(image.getData());
}
void Texture::reload(const ubyte* data) {
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<ImageData> Texture::readData() {
auto data = std::make_unique<ubyte[]>(width * height * 4);
glBindTexture(GL_TEXTURE_2D, id);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return std::make_unique<ImageData>(
ImageFormat::rgba8888, width, height, std::move(data)
);
}
void Texture::setNearestFilter() {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::setMipMapping(bool flag, bool pixelated) {
bind();
if (flag) {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR_MIPMAP_NEAREST
);
} else {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR
);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<Texture> Texture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();
void* data = image->getData();
return std::make_unique<Texture>(
static_cast<ubyte*>(data), width, height, image->getFormat()
);
}
uint Texture::getId() const {
return id;
}