VoxelEngine/src/graphics/Texture.cpp
2024-03-07 13:40:38 +03:00

83 lines
2.2 KiB
C++

#include "Texture.h"
#include <GL/glew.h>
#include <stdexcept>
#include <memory>
#include "ImageData.h"
#include "gl_util.h"
Texture::Texture(uint id, uint width, uint height)
: id(id), width(width), height(height) {
}
Texture::Texture(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_gl_format(imageFormat);
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (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(){
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::reload(ubyte* data){
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
glBindTexture(GL_TEXTURE_2D, 0);
}
ImageData* Texture::readData() {
std::unique_ptr<ubyte[]> data (new 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 new ImageData(ImageFormat::rgba8888, width, height, data.release());
}
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);
}
Texture* Texture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();
const void* data = image->getData();
return new Texture((ubyte*)data, width, height, image->getFormat());
}
uint Texture::getWidth() const {
return width;
}
uint Texture::getHeight() const {
return height;
}
uint Texture::getId() const {
return id;
}