#include #include namespace Light { glTexture::glTexture( unsigned int width, unsigned int height, unsigned int components, unsigned char *pixels, const std::string &filePath ) : Texture(filePath) , m_texture_id(NULL) { // create texture glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id); // set texture parameters glTextureParameteri(m_texture_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTextureParameteri(m_texture_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTextureParameteri(m_texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTextureParameteri(m_texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // determine formats unsigned int format = components == 4u ? GL_RGBA : components == 3u ? GL_RGB : components == 2u ? GL_RG : components == 1u ? GL_RED : NULL; unsigned int internalFormat = format == GL_RGBA ? GL_RGBA8 : format == GL_RGB ? GL_RGB8 : format == GL_RG ? GL_RG8 : format == GL_RED ? GL_R8 : NULL; // check lt_assert(format, "Invalid number of components: {}", components); // #todo: isn't there something like glTextureImage2D ??? // create texture and mipsmaps bind(); glTexImage2D( GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL_UNSIGNED_BYTE, pixels ); glGenerateMipmap(GL_TEXTURE_2D); } glTexture::~glTexture() { glDeleteTextures(1, &m_texture_id); } void glTexture::bind(unsigned int slot /* = 0u */) { glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(GL_TEXTURE_2D, m_texture_id); } void *glTexture::get_texture() { return (void *)(intptr_t)m_texture_id; } } // namespace Light