Files
unease/engine/render/texture2d.cpp
Kirill Yurkin 719171e7d8 Big changes
2025-03-07 16:54:27 +03:00

179 lines
4.3 KiB
C++

#include <assert.h>
#include "render/texture2d.h"
#include "render/texturesmanager.h"
#include "render/gl_shared.h"
GLint GetGlWrap(TextureWrap wrap);
GLint GetGlTexFilter(TextureFilter filter);
Texture2D* Texture2D::Create()
{
return new Texture2D;
}
Texture2D::Texture2D()
{
m_pf = PF_UNKNOWN;
m_width = 0;
m_height = 0;
m_channels = 0;
m_handle = -1;
}
Texture2D::~Texture2D()
{
m_pf = PF_UNKNOWN;
m_width = 0;
m_height = 0;
m_channels = 0;
m_handle = -1;
}
void Texture2D::CreateBlackTexture(int width, int height, int channels)
{
size_t textureSize = width * height * channels;
byte* data = new byte[textureSize];
assert(data);
for (int i = 0; i < (int)textureSize; i++) {
data[i] = 0;
}
CreateFromExistedData(data, width, height, channels);
delete[] data;
}
void Texture2D::CreateWhiteTexture(int width, int height, int channels)
{
size_t textureSize = width * height * channels;
byte* data = new byte[textureSize];
assert(data);
for (int i = 0; i < (int)textureSize; i++) {
data[i] = 255;
}
CreateFromExistedData(data, width, height, channels);
delete[] data;
}
void Texture2D::CreateGrayTexture(int width, int height, int channels)
{
size_t textureSize = width * height * channels;
byte* data = new byte[textureSize];
assert(data);
for (int i = 0; i < (int)textureSize; i++) {
data[i] = 255 / 2;
}
CreateFromExistedData(data, width, height, channels);
delete[] data;
}
void Texture2D::CreateTexture_Generator(int width, int height, int channels, int color)
{
size_t textureSize = width * height * channels;
byte* data = new byte[textureSize];
assert(data);
m_textureFileName = "$generator_texture$";
for (int i = 0; i < (int)textureSize; i++) {
data[i] = color;
}
CreateFromExistedData(data, width, height, channels);
delete[] data;
}
void Texture2D::CreateFromExistedData(void* data, int width, int height, int channels)
{
//assert(data);
m_width = width;
m_height = height;
m_channels = channels;
glGenTextures(1, &m_handle);
glBindTexture(GL_TEXTURE_2D, m_handle);
glTexImage2D(GL_TEXTURE_2D, 0, (channels == 3) ? GL_RGB : GL_RGBA, width, height, 0, (channels == 3) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::CreateRaw(void* data, int width, int height, PixelFormat pf)
{
m_width = width;
m_height = height;
m_channels = (pf == PF_R8G8B8) ? 3 : 4;
m_pf = pf;
glGenTextures(1, &m_handle);
glBindTexture(GL_TEXTURE_2D, m_handle);
glTexImage2D(GL_TEXTURE_2D, 0, GetGLInternalPF(pf), width, height, 0, GetGLInternalPF(pf), GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
void Texture2D::GenerateMipmaps()
{
assert(0 && "Not Implemented");
#if 0
glBindTexture(GL_TEXTURE_2D, m_handle);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//if (g_texAnisoFilter.getValueB()) {
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, g_texAnisoLevel.getValueI());
//}
glBindTexture(GL_TEXTURE_2D, 0);
#endif
}
void Texture2D::Bind()
{
glBindTexture(GL_TEXTURE_2D, m_handle);
}
void Texture2D::SetWrapS(TextureWrap wrap)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GetGlWrap(wrap));
}
void Texture2D::SetWrapT(TextureWrap wrap)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GetGlWrap(wrap));
}
void Texture2D::SetMin(TextureFilter filter)
{
GLint param = 0;
param = GetGlTexFilter(filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, param);
}
void Texture2D::SetMag(TextureFilter filter)
{
GLint param = 0;
param = GetGlTexFilter(filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, param);
}