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